Research

Behaviour oriented design for real-time-strategy games: An approach on iterative development for STARCRAFT AI


Reference:

Gaudl, S., Davies, S. and Bryson, J. J., 2013. Behaviour oriented design for real-time-strategy games: An approach on iterative development for STARCRAFT AI. In: Foundations of Digital Games 2013, 2013-05-14 - 2013-05-17. Foundations of Digital Games, pp. 198-205.

Related documents:

This repository does not currently have the full-text of this item.
You may be able to access a copy if URLs are provided below. (Contact Author)

Official URL:

http://www.fdg2013.org/

Related URLs:

Abstract

Design is an essential part of all games and narratives, yet designing and implementing believable game strategies can be time consuming and error-prone. This motivates the development and application of systems AI methodologies. Here we demonstrate for the first time the iterative development of agent behaviour for a real-time strategy game (here StarCraft) utilising Behaviour Oriented Design (BOD). BOD provides focus on the robust creation and easy adjustment of modular and hierarchical cognitive agents. We demonstrate BOD’s usage in creating an AI capable of playing the StarCraft character the Zerg hive mind, and document its performance against a variety of opponent AI systems. In describing our tool-driven development process, we also describe the new Abode IDE, provide a brief literature review situating BOD in the AI game literature, and propose possible future work.

Details

Item Type Conference or Workshop Items (UNSPECIFIED)
CreatorsGaudl, S., Davies, S. and Bryson, J. J.
Related URLs
URLURL Type
http://www.cs.bath.ac.uk/~jjb/ftp/GaudlFDG13.pdfFree Full-text
http://www.fdg2013.org/program/papers/paper26_gaudl_etal.pdfFree Full-text
DepartmentsFaculty of Science > Computer Science
StatusPublished
ID Code34386

Export

Actions (login required)

View Item