Fast Heuristic Search for RTS Game Combat Scenarios

By David Churchill, Abdallah Saffidine, Michael Buro. 2012

142 citations recorded by the source corpus.

Heuristic search has been very successful in abstract game domains such as Chess and Go. In video games, however, adoption has been slow due to the fact that state and move spaces are much larger, real-time constraints are harsher, and constraints on computational resources are tighter. In this paper we present a fast search method — Alpha-Beta search for durative moves— that can defeat commonly used AI scripts in RTS game combat scenarios of up to 8 vs. 8 units running on a single core in under 5ms per search episode. This performance is achieved by using standard search enhancements such as transposition tables and iterative deepening, and novel usage of combat AI scripts for sorting moves and state evaluation via playouts. We also present evidence that commonly used combat scripts are highly exploitable — opening the door for a promising line of research on opponent combat modelling.

Subfields: Artificial Intelligence, Economics and Econometrics, Sociology and Political Science

How researchers see this paper

The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.

In Artificial Intelligence

  1. Yoshua Bengio
  2. Gabriel Synnaeve
  3. Arthur Szlam
  4. Mohit Bansal
  5. Jason Aaron Edward Weston
  6. David Churchill
  7. Nicolas Usunier
  8. Jianfeng Gao

In Economics and Econometrics

  1. Glen Robertson
  2. Ian D. Watson
  3. Nantas Nardelli
  4. Graham Erickson
  5. Santiago Ontañón
  6. Alberto Uriarte
  7. David Churchill
  8. Michael Buro

In Sociology and Political Science

  1. David Churchill
  2. Arthur Szlam
  3. Rob Fergus
  4. Sainbayar Sukhbaatar
  5. Nantas Nardelli
  6. Zeming Lin
  7. Nicolas Usunier
  8. Gabriel Synnaeve

Citations in the corpus