Tactical Planning Using MCTS in the Game of StarCraft

This thesis describes how Monte-Carlo Tree Search (MCTS) can be applied to perform tactical planning for an intelligent agent playing full games of StarCraft: Brood War. StarCraft is a Real-Time Strategy game, which has a large state-space, is played in real-time, and commonly features two opposing players, capable of acting simultaneously. Using the MCTS algorithm for tactical planning is shown to increase the performance of the agent, compared to a scripted approach, when competing on a bot ladder. A combat model, based on Lanchester’s Square Law, is described, and shown to achieve another gain in performance when used in Monte-Carlo simulations as replacement for a heuristic linear model. Finally, the MAST enhancement to the Playout Policy of MCTS is described, but it is found not to have a significant impact on the agent’s performance.

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