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Design of Emergent and Adaptive Virtual Players in a War RTS Game

2012/01/15 by José A. García Gutiérrez, Gutiérrez, José A. García, Carlos Cotta +3
Computer Science · Social Sciences · #Artificial Intelligence (cs.AI) #Artificial Intelligence in Games #Digital Games and Media #FOS: Computer and information sciences #Neural and Evolutionary Computing (cs.NE) #Reinforcement Learning in Robotics

paper · pdf · doi:10.48550/arxiv.1201.3117

openalex publication_date 2012/01/15 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/28

Abstract

Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one player wRTS game constructed specifically for experimentation.

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