2020/09/18 by Alejandro Estaben, Estaben, Alejandro, César Luis Díaz +8 · 1 citation
Computer Science · Engineering · #Artificial Intelligence (cs.AI) #Artificial Intelligence in Games #FOS: Computer and information sciences #Guidance and Control Systems #Reinforcement Learning in Robotics #cs.AI
paper · pdf · doi:10.48550/arxiv.2009.08696
6 pages, 5 figures
arxiv created 2020/09/18 · openalex publication_date 2020/09/18 · arxiv updated 2020/09/21 · openalex created_date 2025/10/10 · openalex updated_date 2026/07/28
This paper presents TotalBotWar, a new pseudo real-time multi-action challenge for game AI, as well as some initial experiments that benchmark the framework with different agents. The game is based on the real-time battles of the popular TotalWar games series where players manage an army to defeat the opponent's one. In the proposed game, a turn consists of a set of orders to control the units. The number and specific orders that can be performed in a turn vary during the progression of the game. One interesting feature of the game is that if a particular unit does not receive an order in a turn, it will continue performing the action specified in a previous turn. The turn-wise branching factor becomes overwhelming for traditional algorithms and the partial observability of the game state makes the proposed game an interesting platform to test modern AI algorithms.