The First ORTS Game AI Competition at AIIDE-06
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Identifying Players and Predicting Actions from RTS Game Replays
Identifying Players and Predicting Actions from RTS Game Replays Christopher Ballinger, Siming Liu and Sushil J. Louis Abstract— This paper investigates the problem of identifying StarCraft II, seen in Figure 1, is one of the most popular a Real-Time Strategy game player and predicting what a player multi-player RTS games with professional player leagues and will do next based on previous actions in the game. Being able world wide tournaments [2]. In South Korea, there are thirty to recognize a player’s playing style and their strategies helps us learn the strengths and weaknesses of a specific player, devise two professional StarCraft II teams with top players making counter-strategies that beat the player, and eventually helps us six-figure salaries and the average professional gamer making to build better game AI. We use machine learning algorithms more than the average Korean [3]. StarCraft II’s popularity in the WEKA toolkit to learn how to identify a StarCraft II makes obtaining larges amounts of different combat scenarios player and predict the next move of the player from features for our research easier, as the players themselves create large extracted from game replays. However, StarCraft II does not have an interface that lets us get all game state information like databases of professional and amateur replays and make the BWAPI provides for StarCraft: Broodwar, so the features them freely available on the Internet [4]. However, unlike we can use are limited. Our results reveal that using a J48 StarCraft: Broodwar, which has the StarCraft: Brood War decision tree correctly identifies a specific player out of forty- API (BWAPI) to provide detailed game state information one players 75% of the time. -
Technology Trees and Tools: Constructing Development Graphs for Digital Games
Tampereen teknillinen yliopisto. Julkaisu 1349 Tampere University of Technology. Publication 1349 Teemu J. Heinimäki Technology Trees and Tools: Constructing Development Graphs for Digital Games Thesis for the degree of Doctor of Science in Technology to be presented with due permission for public examination and criticism in Tietotalo Building, Auditorium TB224, at Tampere University of Technology, on the 27th of November 2015, at 12 noon. Tampereen teknillinen yliopisto – Tampere University of Technology Tampere 2015 ISBN 978-952-15-3633-5 (printed) ISBN 978-952-15-3647-2 (PDF) ISSN 1459-2045 Abstract In the recent years, digital games have solidified their role as important parts of life for a considerable portion of the population. Game development has become an extremely important industrial branch with a great deal of com- petition between developers and publishers. There is only a limited amount of resources to put in the development of a game, but the modern customers expect high quality. Taking these constraints into account, this dissertation focuses on devel- oping implementations of a structure that is used widely in different games: technology trees (TTs). This term covers here also so-called skill trees, talent trees, perk trees, and other such structures used to limit and guide in-game development and define development possibilities. The aim is to propose methods and usage of tools helping to achieve high TT quality, simultane- ously facilitating the actual development process and reducing human work- load. The main contributions of this dissertation consist of ideas, models, meth- ods, and software tool prototypes constructed during the research work. The significance of the thesis is amplified by the fact that there are only very few previous academic studies focusing on TTs. -
Professional Counter-Strike: an Analysis of Media Objects, Esports Culture, and Gamer Representation
The University of Southern Mississippi The Aquila Digital Community Dissertations Spring 2021 Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation Steven Young Follow this and additional works at: https://aquila.usm.edu/dissertations Part of the Other Film and Media Studies Commons Recommended Citation Young, Steven, "Professional Counter-Strike: An Analysis of Media Objects, Esports Culture, and Gamer Representation" (2021). Dissertations. 1886. https://aquila.usm.edu/dissertations/1886 This Dissertation is brought to you for free and open access by The Aquila Digital Community. It has been accepted for inclusion in Dissertations by an authorized administrator of The Aquila Digital Community. For more information, please contact [email protected]. PROFESSIONAL COUNTER-STRIKE: AN ANALYSIS OF MEDIA OBJECTS, ESPORTS CULTURE, AND GAMER REPRESENTATION by Steven Maxwell Young A Dissertation Submitted to the Graduate School, the College of Arts and Sciences and the School of Communication at The University of Southern Mississippi in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy Approved by: Dr. John Meyer, Committee Chair Dr. Christopher Campbell Dr. Eura Jung Dr. Paul Strait Dr. Steven Venette May 2021 COPYRIGHT BY Steven Maxwell Young 2021 Published by the Graduate School ABSTRACT Esports are growing in popularity at a rapid pace worldwide. In contemporary society, individuals watch esports broadcasts as part of their normal media consuming practices. This dissertation focuses on Counter-Strike: Global Offensive (CS:GO), which is currently the most recognized first-person shooter esport worldwide and the third most popular game across all esports genres (Irwin & Naweed, 2020). -
A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games Christopher D
Air Force Institute of Technology AFIT Scholar Theses and Dissertations Student Graduate Works 6-16-2016 A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games Christopher D. Ball Follow this and additional works at: https://scholar.afit.edu/etd Part of the Computer Sciences Commons Recommended Citation Ball, Christopher D., "A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games" (2016). Theses and Dissertations. 457. https://scholar.afit.edu/etd/457 This Thesis is brought to you for free and open access by the Student Graduate Works at AFIT Scholar. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of AFIT Scholar. For more information, please contact [email protected]. A MULTI-OBJECTIVE APPROACH TO TACTICAL MANUVERING WITHIN REAL TIME STRATEGY GAMES THESIS Christopher D. Ball, Capt, USAF AFIT-ENG-MS-16-J-004 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF TECHNOLOGY Wright-Patterson Air Force Base, Ohio DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. The views expressed in this document are those of the author and do not reflect the official policy or position of the United States Air Force, the United States Department of Defense or the United States Government. This material is declared a work of the U.S. Government and is not subject to copyright protection in the United States. AFIT-ENG-MS-16-J-004 A MULTI-OBJECTIVE APPROACH TO TACTICAL MANEUVERING WITHIN REAL TIME STRATEGY GAMES THESIS Presented to the Faculty Department of Electrical and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training Command in Partial Fulfillment of the Requirements for the Degree of Master of Science in Computer Science Christopher D. -
A Survey of Real-Time Strategy Game AI Research and Competition In
TCIAIG VOL. X, NO. Y, MONTH YEAR 1 A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft Santiago Ontan˜on,´ Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss Abstract—This paper presents an overview of the existing work This paper aims to provide a one-stop guide on what is on AI for real-time strategy (RTS) games. Specifically, we focus the state of the art in RTS AI, with a particular emphasis on the work around the game StarCraft, which has emerged in on the work done in StarCraft. It is organized as follows: the past few years as the unified test-bed for this research. We describe the specific AI challenges posed by RTS games, and Section II introduces RTS games, in particular the game overview the solutions that have been explored to address them. StarCraft, and their main AI challenges. Section III reviews Additionally, we also present a summary of the results of the the existing work on tackling these challenges in RTS games. recent StarCraft AI competitions, describing the architectures Section IV analyzes several current state of the art RTS game used by the participants. Finally, we conclude with a discussion playing agents (called bots), selected from the participants to emphasizing which problems in the context of RTS game AI have been solved, and which remain open. annual StarCraft AI competitions. Section V presents results of the recent annual competitions held at the AIIDE and CIG Index Terms—Game AI, Real-Time Strategy, StarCraft, Re- conferences and a StarCraft bot game ladder1. -
Advance Wars
SUPPORT.NINTENDO.COM Nintendo of America Inc. P.O. Box 957, Redmond, WA 98073-0957 U.S.A. www.nintendo.com 64552A PRINTED IN USA INSTRUCTION BOOKLET NTR_Advance Wars DoR_Manual.indd2-3 2-3 12/7/07 2:43:21 PM PLEASE CAREFULLY READ THE SEPARATE HEALTH AND SAFETY PRECAUTIONS BOOKLET INCLUDED WITH THIS PRODUCT BEFORE WARNING - Repetitive Motion Injuries and Eyestrain ® USING YOUR NINTENDO HARDWARE SYSTEM, GAME CARD OR Playing video games can make your muscles, joints, skin or eyes hurt after a few hours. Follow these ACCESSORY. THIS BOOKLET CONTAINS IMPORTANT HEALTH AND instructions to avoid problems such as tendinitis, carpal tunnel syndrome, skin irritation or eyestrain: SAFETY INFORMATION. • Avoid excessive play. It is recommended that parents monitor their children for appropriate play. • Take a 10 to 15 minute break every hour, even if you don’t think you need it. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING • When using the stylus, you do not need to grip it tightly or press it hard against the screen. Doing so may cause fatigue or discomfort. WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. • If your hands, wrists, arms or eyes become tired or sore while playing, stop and rest them for several hours before playing again. • If you continue to have sore hands, wrists, arms or eyes during or after play, stop playing and see a doctor. WARNING - Seizures • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns, such as while watching TV or playing video games, even if they have never had a seizure before. -
Heuristic Search Techniques for Real-Time Strategy Games David
Heuristic Search Techniques for Real-Time Strategy Games by David Churchill A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computing Science University of Alberta c David Churchill, 2016 Abstract Real-time strategy (RTS) video games are known for being one of the most complex and strategic games for humans to play. With a unique combination of strategic thinking and dexterous mouse movements, RTS games make for a very intense and exciting game-play experience. In recent years the games AI research community has been increasingly drawn to the field of RTS AI research due to its challenging sub-problems and harsh real-time computing constraints. With the rise of e-Sports and professional human RTS gaming, the games industry has become very interested in AI techniques for helping design, balance, and test such complex games. In this thesis we will introduce and motivate the main topics of RTS AI research, and identify which areas need the most improvement. We then describe the RTS AI research we have conducted, which consists of five major contributions. First, our depth-first branch and bound build-order search algorithm, which is capable of producing professional human-quality build-orders in real-time, and was the first heuristic search algorithm to be used on-line in a starcraft AI competition setting. Second, our RTS combat simulation system: SparCraft, which contains three new algorithms for unit micromanagement (Alpha-Beta Considering Dura- tions (ABCD), UCT Considering Durations (UCT-CD) and Portfolio Greedy Search), each outperforming the previous state-of-the-art. -
Multiobjective Exploration of the Starcraft Map Space
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by OAR@UM Multiobjective Exploration of the StarCraft Map Space Julian Togelius, Mike Preuss, Nicola Beume, Simon Wessing, Johan Hagelback,¨ and Georgios N. Yannakakis Abstract—This paper presents a search-based method for map representation compatible with StarCraft, and a new set generating maps for the popular real-time strategy (RTS) game of fitness functions tailored to this map representation. StarCraft. We devise a representation of StarCraft maps suitable for evolutionary search, along with a set of fitness functions A. Procedural map and terrain generation based on predicted entertainment value of those maps, as derived from theories of player experience. A multiobjective Maps are central to many computer games, including evolutionary algorithm is then used to evolve complete Star- First-Person Shooters (FPS) and many Role-Playing Games Craft maps based on the representation and selected fitness (RPG), in which the player experiences the world from a functions. The output of this algorithm is a Pareto front first-person perspective as he navigates a typically hostile approximation visualizing the tradeoff between the several environment. But they are perhaps most important for strat- fitness functions used, and where each point on the front represents a viable map. We argue that this method is useful egy games, both of the turn-based variety and Real-Time for both automatic and machine-assisted map generation, and Strategy (RTS) games. In these games, the player views the in particular that the Pareto fronts are excellent design support playing area from a third-person perspective (usually from tools for human map designers. -
Red Alert 2 Online
Warning: To Owners of Projection TABLE OF CONTENTS Televisions INSTALLING THE GAME ......................................4 Repairing ..........................................25 INTRODUCTION ..................................................5 Guard Mode ......................................25 Still pictures or images may cause permanent picture-tube damage or mark the STORY 5 Attack Move ......................................25 phosphor of the CRT. Avoid repeated or extended use of video games on large- MAIN MENU ......................................................6 Veteran & Elite Unites..........................26 screen projection televisions. Single-player game ........................................7 Deploying Units ..................................26 New Campaign....................................7 Forced Firing......................................26 Load Saved Game ................................7 Power-Up Crates ................................26 Skirmish Games....................................8 THE ADVANCED COMMAND BAR ....................27 Epilepsy Warning Internet ..........................................................8 WAY POINTS ....................................................28 Network ........................................................8 Way Point Creation ............................28 Movies & Credits ............................................8 Creating Patrols..................................28 Please read before using this game or allowing your Options..........................................................9 -
Replayability of Video Games
Replayability of Video Games Timothy Frattesi Douglas Griesbach Jonathan Leith Timothy Shaffer Advisor Jennifer deWinter May 2011 i Table of Contents Abstract ......................................................................................................................................................... 4 1 Introduction ................................................................................................................................................ 5 2 Games, Play and Replayability .................................................................................................................. 9 2.1 Play ..................................................................................................................................................... 9 2.2 Categories of Play ............................................................................................................................. 11 2.2.1 Playfulness ................................................................................................................................. 11 2.2.2 Ludic Activities .......................................................................................................................... 12 2.2.3 Game Play .................................................................................................................................. 13 2.3 Game ................................................................................................................................................. 14 2.3.1 Structure -
The Real-Time Strategy Game Multi-Objective Build Order Problem
Proceedings of the Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2014) The Real-Time Strategy Game Multi-Objective Build Order Problem Jason Blackford and Gary Lamont Department of Electrical and Computer Engineering, Air Force Institute of Technology Wright-Patterson Air Force Base, Dayton, Ohio, United States of America Abstract next action based on an observed strategy the opponent is executing. Adaptation corresponds to an agent’s planning In this paper we examine the build order problem in mechanism in which an agent adapts its plans in real-time real-time strategy (RTS) games in which the objective to cope with changes in an uncertain environment and op- is to optimize execution of a strategy by scheduling actions with respect to a set of subgoals. We model ponent. These three capabilities enable an AI to learn from the build order problem as a multi-objective problem and reason about its world. Together the competencies and (MOP), and solutions are generated utilizing a multi- capabilities describe an AI framework that enables an agent objective evolutionary algorithm (MOEA). A three di- to manage competing goals in an uncertain and dynamic en- mensional solution space is presented providing a de- vironment. piction of a Pareto front for the build order MOP. Re- To summarize the high level requirements for the devel- sults of the online strategic planning tool are provided which demonstrate that our planner out-performs an opment of an expert RTS agent, we generated the expert expert scripted player. This is demonstrated for an AI RTS agent pyramid in Fig. -
Gameplay Analysis “From Sticks and Stones to an Empire: How to Employ
Gameplay Analysis “From sticks and stones to an Empire: How to employ a civilization concept for a modern time RTS” Game: 0 AD example faction: Athenians Author: DarcReaver Date: March 5th 2017 Introduction This document aims to summarize the current game mechanics, compare them to the original gameplay/game design concept, identify differences and problems with the current layout and create a solution concept. As some of the proposed concepts and ideas require quite a bit of restructuring or addition of code this is to be taken as a serious roadmap that can be followed for all civilizations in the future. If there are technical difficulties are not solvable by volunteers I’d honestly suggest to start another kickstarter campaign to hire a couple of professional coders who are then assigned the tasks that the internal team cannot solve. I know that this has been done in the past and failed, but I think the failure at least partly has to do with the fact that there is no “greater aim” for the game in its current state. There is no direction the game, so there is no amount of code able to finish it, thus the money would have gone to waste anyways (note that this is my personal opinion). But before doing kickstarters, or hiring coders, artists or whatever there has to be clear in which direction the game is heading, which leads us to this document. I believe there has to be a separate discussion on the kickstarter campaign some other time. Don’t get the wrong idea, I know that the proposed concepts below require extensive work and testing.