Dynamic Strategy in Real-Time Strategy Games : with the use of finite-state machines

Developing real-time strategy game AI is a challenging task due to that an AI-player has to deal with many different decisions and actions in an ever changing complex game world. Humans have little problem when it comes to dealing with the complexity of the game genre while it is a difficult obstacl...

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Bibliographic Details
Main Author: Svensson, Marcus
Format: Others
Language:English
Published: Linnéuniversitetet, Institutionen för datavetenskap (DV) 2015
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-39604
Description
Summary:Developing real-time strategy game AI is a challenging task due to that an AI-player has to deal with many different decisions and actions in an ever changing complex game world. Humans have little problem when it comes to dealing with the complexity of the game genre while it is a difficult obstacle to overcome for the computer. Adapting to the opponents strategy is one of many things that players typically have to do during the course of a game in the real-time strategy genre. This report presents a finite-state machine based solution to the mentioned problem and implements it with the help of the existing Starcraft: Broodwar AI Opprimobot. The extension is experimentally compared to the original implementation of Opprimobot. The comparison shows that both manages to achieve approximately the same win ratio against the built-in AI of Starcraft: Broodwar, but the modified version provides away to model more complex strategies.