Abstract
We present the work on our integrated AI system SCAIL, which is capable of playing a full round of the Real-Time Strategy game Starcraft. Our system makes use of modern AI techniques such as particle filtering, on-line machine learning, drive-based motivation systems and artificial emotions, used to find novel structure in the dynamic playing environment, which is exploited by both high and low-level control systems. We employ a principled architecture, capable of expressing high level goal-directed behaviour. We provide an overview of our system, and a comparative evaluation against the in-game AIs of Starcraft, as well as thirteen third party systems. We go on to detail how the techniques and tools we introduce provide advantages to our system over the current state-of-the-art, resulting in improved performance when competing against those systems.
Original language | English |
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Title of host publication | 2012 IEEE Conference on Computational Intelligence and Games, CIG 2012 |
Pages | 438-445 |
Number of pages | 8 |
DOIs | |
Publication status | Published - 1 Dec 2012 |
Event | 2012 IEEE International Conference on Computational Intelligence and Games, CIG 2012 - Granada, Spain Duration: 11 Sept 2012 → 14 Sept 2012 |
Conference
Conference | 2012 IEEE International Conference on Computational Intelligence and Games, CIG 2012 |
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Country/Territory | Spain |
City | Granada |
Period | 11/09/12 → 14/09/12 |
ASJC Scopus subject areas
- Artificial Intelligence
- Computer Graphics and Computer-Aided Design
- Human-Computer Interaction
- Software