Making and Acting on Predictions in StarCraft: Brood War

Making predictions and strategic decisions is not just a problem in real life, but also in the complex environments of most real-time strategy games. Due to the lack of complete information, such games can be used as testbeds for AI research in this area. This thesis presents how an AI agent, in the game StarCraft, can make use of a Bayesian network to predict the state of the opposing player's technology tree. It is also shown how the predictions can be used to assist the AI agent in making strategic decisions. Bayesian networks are used for the predictions, and the agent's army composition is generated dynamically based on the predictions and the observed opponent units. The agent is tested against StarCraft's built-in AI. The results show that it is possible to accurately predict the state of the opponent's technology tree, and that the predictions have a positive e ect on the AI agent's win rate.

[1]  Michael Buro,et al.  Build Order Optimization in StarCraft , 2011, AIIDE.

[2]  Balaram Das Representing Uncertainties Using Bayesian Networks , 1999 .

[3]  Martin Certický,et al.  Case-Based Reasoning for Army Compositions in Real-Time Strategy Games , 2022 .

[4]  Michael Buro,et al.  Real-Time Strategy Games: A New AI Research Challenge , 2003, IJCAI.

[5]  高村 民雄,et al.  SKYNET , 2021, Handbook of Air Quality and Climate Change.

[6]  Michael Buro,et al.  RTS Games and Real-Time AI Research , 2003 .

[7]  Eric O. Postma,et al.  Adaptive game AI with dynamic scripting , 2006, Machine Learning.

[8]  Michael Buro,et al.  Incorporating Search Algorithms into RTS Game Agents , 2012 .

[9]  Brian Schwab,et al.  AI Game Engine Programming , 2004 .

[10]  Murray Campbell,et al.  Deep Blue , 2002, Artif. Intell..

[11]  Santiago Ontañón,et al.  A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft , 2013, IEEE Transactions on Computational Intelligence and AI in Games.

[12]  R. Macdonald Rules , 2004, BMJ : British Medical Journal.

[13]  Gabriel Synnaeve,et al.  A Bayesian model for opening prediction in RTS games with application to StarCraft , 2011, 2011 IEEE Conference on Computational Intelligence and Games (CIG'11).

[14]  Vladimir Pavlovic,et al.  A dynamic Bayesian network approach to figure tracking using learned dynamic models , 1999, Proceedings of the Seventh IEEE International Conference on Computer Vision.

[15]  K. van Mens Strategic reasoning in complex domains:A comparative survey on scientific AI techniques to improve real-time strategy game AI. , 2012 .

[16]  Ruben Emil Oen ASPIRE Adaptive strategy prediction in a RTS environment , 2012 .

[17]  Jan Eriksson,et al.  Learning to play Starcraft with Case-based Reasoning: Investigating issues in large-scale case-based planning , 2012 .

[18]  Michael Buro,et al.  Portfolio greedy search and simulation for large-scale combat in starcraft , 2013, 2013 IEEE Conference on Computational Inteligence in Games (CIG).

[19]  Agnar Aamodt,et al.  Case-Based Reasoning: Foundational Issues, Methodological Variations, and System Approaches , 1994, AI Commun..