Case-Based Reasoning for Army Compositions in Real-Time Strategy Games

Over the years, there have been numerous successful applications of artificial intelligence techniques in the field of computer gaming. However, traditional graph-search based techniques often fail to perform at human level in real-time games with non-discrete game states. This fact encouraged the research of Case-Based Reasoning (CBR) and its applications to various aspects of computer game AI, especially in case of realtime strategies. We show how CBR can be used in the process of selecting the most effective army composition in a strategy game StarCraft, based on the game-related knowledge base designed by human experts (gamers). Keywords—Case-Based Reasoning, Agent, Real-Time Strategy, StarCraft

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