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Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game

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Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 3620))

Abstract

While several researchers have applied case-based reasoning techniques to games, only Ponsen and Spronck (2004) have addressed the challenging problem of learning to win real-time games. Focusing on Wargus, they report good results for a genetic algorithm that searches in plan space, and for a weighting algorithm (dynamic scripting) that biases subplan retrieval. However, both approaches assume a static opponent, and were not designed to transfer their learned knowledge to opponents with substantially different strategies. We introduce a plan retrieval algorithm that, by using three key sources of domain knowledge, removes the assumption of a static opponent. Our experiments show that its implementation in the Case-based Tactician (CaT) significantly outperforms the best among a set of genetically evolved plans when tested against random Wargus opponents. CaT communicates with Wargus through TIELT, a testbed for integrating and evaluating decision systems with simulators. This is the first application of TIELT. We describe this application, our lessons learned, and our motivations for future work.

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© 2005 Springer-Verlag Berlin Heidelberg

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Aha, D.W., Molineaux, M., Ponsen, M. (2005). Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game. In: Muñoz-Ávila, H., Ricci, F. (eds) Case-Based Reasoning Research and Development. ICCBR 2005. Lecture Notes in Computer Science(), vol 3620. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11536406_4

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  • DOI: https://doi.org/10.1007/11536406_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-28174-0

  • Online ISBN: 978-3-540-31855-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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