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Strategy games

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Strategy games are a genre of games that emphasize skillful thinking and planning to achieve victory. Players must make decisions that involve resource management, tactical maneuvers, and long-term planning, often competing against other players or computer-controlled opponents to accomplish specific objectives.
lightbulbAbout this topic
Strategy games are a genre of games that emphasize skillful thinking and planning to achieve victory. Players must make decisions that involve resource management, tactical maneuvers, and long-term planning, often competing against other players or computer-controlled opponents to accomplish specific objectives.
Research Background: In Korea's amateur esports scene, a phenomenon is frequently observed where teams with individually skilled players experience consecutive defeats in team-based matches despite high individual performance levels. This... more
Improving the clarity of games allows players to spend more of their mental effort on strategic planning rather than the mundane bookkeeping of calculating legal moves. This article discusses techniques for achieving this, by making the... more
The work deals with the relationship between game mechanics and user experience. Identifies the basic gameplay mechanics and elements that have the most important influence on the quality of user experience. Research is realized on the... more
Mimicry and play are fundamental learning processes by which individuals can acquire behaviours, skills and norms. In this paper we utilise these two processes to create new game characters by mimicking and learning from actual human... more
This paper describes a co-evolutionary algorithm for generating simple spatially oriented tactics and considers whether students can learn better by playing against co-evolved opponents or by playing against an expert system or other... more
Real-Time Strategy (RTS) games have become an attractive domain for AI research in recent years, due to their dynamic, multi-agent and multi-objective environments. Micromanagement, a core component of many RTS games, involves the control... more
We present an approach to procedurally generate the narrative of a simple murder mystery. As a basis for the simulation, we use a rule evaluation system inspired by Ceptre, which employs linear logic to resolve valid actions during each... more
Bien souvent, les jeux de stratégie proposent une vision du pouvoir qui a peu de nuances, où le/la joueur/se est toute-puissante dans une relation de domination. Or, l'expression du pouvoir dans certains jeux nous semble relever d'un... more
Bien souvent, les jeux de stratégie proposent une vision du pouvoir qui a peu de nuances, où le/la joueur/se est toute-puissante dans une relation de domination. Or, l'expression du pouvoir dans certains jeux nous semble relever d'un... more
Monte Carlo Tree Search methods provide a general framework for modeling decision problems by randomly sampling the decision space and constructing a search tree according to the sampling results. Artificial Intelligences employing these... more
Although games and ideology may initially seem completely different, their relationship has become socially controversial due to their structural similarities. This debate arises from the fact that both games and ideologies function as... more
Reinforcement Learning (RL) gained a huge amount of popularity in computer science; applied in fields such as gaming, intelligent robots, remote sensing, and so on. The objective of reinforcement learning is to generate the optimal... more
In this work, we propose a Dynamic Difficulty Adjustment methodology to achieve automatic video game balance. The balance task is modeled as a meta game, a game where actions change the rules of another base game. Based on the model of... more
Although utilising computers to play board games has been a topic of research for many decades, the recent rapid developments in the field of reinforcement learning-like AlphaZero (and variants)-brought unprecedented progress in games... more
Aljabar linier merupakan salah satu cabang matematika yang mempelajari hubungan linier antara himpunan objek. Konsep-konsep dalam aljabar linier sering kali dapat diterapkan dalam berbagai bidang, termasuk dalam analisis dan strategi... more
AI techniques are already widely used in game software to provide computer-controlled opponents for human players. However, game design is a more-challenging problem than game play. Designers typically expend great effort to ensure that... more
In this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model. We compared three... more
We deal with the problem of automatic generation of complete rules of an arbitrary game. This requires a generic and accurate evaluating function that is used to score games. Recently, the idea that game quality can be measured using... more
This research was conducted by an interdisciplinary team of two undergraduate students and a faculty to explore solutions to the Birds of a Feather (BoF) Research Challenge. BoF is a newly-designed perfect-information solitaire-type game.... more
Monte Carlo Tree Search (MCTS) is a sampling best-first method to search for optimal decisions. The success of MCTS depends heavily on how the tree is built and the selection process plays a fundamental role in this. One particular... more
Monte Carlo Tree Search (MCTS) is a relatively new sampling method with multiple variants in the literature. They can be applied to a wide variety of challenging domains including board games, video games, and energy-based problems to... more
Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate... more
Search-based procedural content generation uses stochastic global optimization algorithms to search for game content. However, standard tree search algorithms can be competitive with evolution on some optimization problems. We investigate... more
We investigate how reinforcement learning can be used to train level-designing agents. This represents a new approach to procedural content generation in games, where level design is framed as a game, and the content generator itself is... more
We present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better... more
We present a new method of automatic critical mechanic discovery for video games using a combination of game description parsing and playtrace information. This method is applied to several games within the General Video Game Artificial... more
Human chess players prefer training with human opponents over chess agents as the latter are distinctively different in level and style than humans. Chess agents designed for human-agent play are capable of adjusting their level, however... more
This paper presents a synthetic approach for generating role playing simulation games intended to support analysts (and trainees) interested in testing alternative competing courses of action (operations) and discovering what effects they... more
This paper investigates the applicability of Genetic Programming type systems to dynamic game environments. Grammatical Evolution was used to evolve Behaviour Trees, in order to create controllers for the Mario AI Benchmark. The results... more
This paper presents a method for generating complex problems that allow multiple non-obvious solutions for the Physical Travelling Salesman Problem (PTSP). PTSP is a single-player game adaptation of the classical Travelling Salesman... more
Designing a robust and adaptable Artificial Intelligence (AI) opponent in a computer game would ensure the game continues to challenge, immerse and excite the players at any stage. The outcomes of card based games such as "Heartstone:... more
This paper describes an automated evaluation of the overall game experience using a synthetic agent, that we contextualize for First-Person Shooter games. This evaluation method is based on the characterization of the game experience... more
Video games are complex simulation environments with many real-world properties that need to be addressed in order to build robust intelligence. In particular, realtime strategy games provide a multi-scale challenge which requires both... more
The design of algorithms for Game AI agents usually focuses on the single objective of winning, or maximizing a given score. Even if the heuristic that guides the search (for reinforcement learning or evolutionary approaches) is composed... more
Ms Pac-Man is one of the most challenging test beds in game artificial intelligence (AI). Genetic programming and Monte Carlo Tree Search (MCTS) have already been successful applied to several games including Pac-Man. In this paper, we... more
In this paper we explore different types of procedurally generated content to see if and how it can affect the gameplay experience of the player. We conduct a survey with different types of procedurally generated content in order to see... more
The Wild West has been productized and remediated a number of times over the last hundred of yearsand even earlier than that. Computer and video games are a relative newcomer in this string of remediations, distilling the essential... more
Artificial intelligence allows computer systems to make decisions similar to those of humans. However, the expert knowledge that artificial intelligence systems have is rarely used to teach non-expert humans in a specific knowledge... more
This paper presents a method for generating complex problems that allow multiple non-obvious solutions for the Physical Travelling Salesman Problem (PTSP). PTSP is a single-player game adaptation of the classical Travelling Salesman... more
This work studies the performance and the results of the application of Evolutionary Algorithms (EAs) for evolving the decision engine of a program, called in this context agent, which controls the player's behaviour in an real-time... more
Real-time strategy (RTS) games, such as Blizzard's StarCraft, are fast paced war simulation games in which players have to manage economies, control many dozens of units, and deal with uncertainty about opposing unit locations in... more
The question of whether the correct algorithm is used for the problem at hand usually comes at the end of execution, when the algorithm's ability to solve the problem (or not) can be verified. But what if this question could be answered... more
This paper presents a new track of the General Video Game AI competition for generic Artificial Intelligence agents, which features both competitive and cooperative real time stochastic two player games. The aim of the competition is to... more
General Video Game Playing is a sub-field of Game Artificial Intelligence, where the goal is to find algorithms capable of playing many different real-time games, some of them unknown a priori. In this scenario, the presence of domain... more
Artificial intelligence allows computer systems to make decisions similar to those of humans. However, the expert knowledge that artificial intelligence systems have is rarely used to teach non-expert humans in a specific knowledge... more
Dynamic difficulty adjustment (DDA) is a method of automatically modifying a game’s features, behaviors, and scenarios in real-time, depending on the player’s skill, so that the player, when the game is very simple, does not feel bored or... more
We describe a machine playtesting system that combines two paradigms of artificial intelligence-learning and tree search-and intends to place them in the hands of independent game developers. This integration approach has shown great... more
Real-Time Strategy (RTS) games typically take place in a warlike setting and are accompanied with complicated game play. They are not only difficult for human players to master, but also provide a challenging platform for AI research. In... more
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