Game AI for Domination Games

In this chapter, we present an overview of several techniques we have studied over the years to build game AI for domination games. Domination is a game style in which teams compete for control of map locations and has been very popular over the years. Due to the rules of the games, good performance is mostly dependent on overall strategy rather than the skill of individual team members. Hence, this makes domination games an ideal testbed to study game AI.

[1]  Steve Rabin The illusion of intelligence , 1991, The Lancet.

[2]  Hector Muñoz-Avila,et al.  Discovering Feature Weights for Feature-based Indexing of Q-tables , 2008, ECCBR Workshops.

[3]  Hector Muñoz-Avila,et al.  HTN-MAKER: Learning HTNs with Minimal Additional Knowledge Engineering Required , 2008, AAAI.

[4]  Hector Muñoz-Avila,et al.  Learning HTN Method Preconditions and Action Models from Partial Observations , 2009, IJCAI.

[5]  David W. Aha,et al.  Goal-Driven Autonomy with Case-Based Reasoning , 2010, ICCBR.

[6]  Richard S. Sutton,et al.  Introduction to Reinforcement Learning , 1998 .

[7]  I. Sprinkhuizen-Kuyper,et al.  DIFFICULTY SCALING OF GAME AI , 2004 .

[8]  Hector Muñoz-Avila,et al.  Learning Methods to Generate Good Plans: Integrating HTN Learning and Reinforcement Learning , 2010, AAAI.

[9]  Steve Rabin,et al.  AI Game Programming Wisdom , 2002 .

[10]  Hector Muñoz-Avila,et al.  Recognizing the Enemy: Combining Reinforcement Learning with Strategy Selection Using Case-Based Reasoning , 2008, ECCBR.

[11]  Jeff Orkin,et al.  Three States and a Plan: The A.I. of F.E.A.R. , 2006 .

[12]  Hector Muñoz-Avila,et al.  Imitating Inscrutable Enemies: Learning from Stochastic Policy Observation, Retrieval and Reuse , 2010, ICCBR.

[13]  Richard S. Sutton,et al.  Reinforcement Learning: An Introduction , 1998, IEEE Trans. Neural Networks.

[14]  Dana S. Nau,et al.  A PLANNING APPROACH TO DECLARER PLAY IN CONTRACT BRIDGE , 1995, Comput. Intell..

[15]  Qiang Yang,et al.  Learning action models from plan examples using weighted MAX-SAT , 2007, Artif. Intell..

[16]  Hector Muñoz-Avila,et al.  Hierarchical Plan Representations for Encoding Strategic Game AI , 2005, AIIDE.

[17]  Hector Muñoz-Avila,et al.  SHOP: Simple Hierarchical Ordered Planner , 1999, IJCAI.

[18]  Hector Muñoz-Avila,et al.  RETALIATE: Learning Winning Policies in First-Person Shooter Games , 2007, AAAI.