Nested-Greedy Search for Adversarial Real-Time Games

Authors

  • Rubens Moraes Universidade Federal de Viçosa
  • Julian Mariño Universidade de São Paulo
  • Levi Lelis Universidade Federal de Viçosa

DOI:

https://doi.org/10.1609/aiide.v14i1.13017

Keywords:

Planning, Search, Real-time strategy games, Hill Climbing, Nested-Greedy Search

Abstract

Churchill and Buro (2013) launched a line of research through Portfolio Greedy Search (PGS), an algorithm for adversarial real-time planning that uses scripts to simplify the problem's action space. In this paper we present a problem in PGS's search scheme that has hitherto been overlooked. Namely, even under the strong assumption that PGS is able to evaluate all actions available to the player, PGS might fail to return the best action. We then describe an idealized algorithm that is guaranteed to return the best action and present an approximation of such algorithm, which we call Nested-Greedy Search (NGS). Empirical results on MicroRTS show that NGS is able to outperform PGS as well as state-of-the-art methods in matches played in small to medium-sized maps.

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Published

2018-09-25

How to Cite

Moraes, R., Mariño, J., & Lelis, L. (2018). Nested-Greedy Search for Adversarial Real-Time Games. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 14(1), 67–73. https://doi.org/10.1609/aiide.v14i1.13017