High-Level Representations for Game-Tree Search in RTS Games

Authors

  • Alberto Uriarte Drexel University
  • Santiago Ontañón Drexel University

DOI:

https://doi.org/10.1609/aiide.v10i2.12734

Keywords:

RTS, abstraction, real-time strategy games, game-tree search, StarCraft, AI, BWAPI

Abstract

From an AI point of view, Real-Time Strategy (RTS) games are hard because they have enormous state spaces, they are real-time and partially observable. In this paper, we explore an approach to deploy game-tree search in RTS games by using game state abstraction, and explore the effect of using different abstractions over the game state. Different abstractions capture different parts of the game state, and result in different branching factors when used for game-tree search algorithms. We evaluate the different representations using Monte Carlo Tree Search in the context of StarCraft.

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Published

2021-06-29

How to Cite

Uriarte, A., & Ontañón, S. (2021). High-Level Representations for Game-Tree Search in RTS Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 10(2), 14-18. https://doi.org/10.1609/aiide.v10i2.12734