Abstract

Applying LCS/XCS to the RTS Games Domain

Highlights

  • Real-Time Strategy (RTS) games are a sub-genre of strategy computer games based on classical board games like chess or tic-tac-toe

  • Battles constitute a significant part of the Real-Time Strategy games (RTS) games, and a good performance is desired in such localised matches

  • This paper has presented a game agent which uses a group of XCS algorithms that form a single player-actionsset as an output result and applied it to the RTS games domain

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Summary

Introduction

Real-Time Strategy (RTS) games are a sub-genre of strategy computer games based on classical board games like chess or tic-tac-toe. RTS games are high complexity games [1] because: the number of involved units is high (at one single time it can surpass several hundred units); information presented to the player can be imperfect (e.g. parts of a map can be hidden) or incomplete (e.g. information, about what kind of units the opponent chose to play with, is unknown to the player); randomness, uncertainty and non-deterministic behaviour can be included in the game engine operation; temporal continuity (the previous action constrains future action(s)); etc. This high computational complexity motivated an article from Buro [2], which was published in 2003, with the idea that RTS games can be used not just for gaming, and as testbeds for Artificial Intelligence (AI) research

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