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Dynamic Strategies in a Real-Time Strategy Game

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Genetic and Evolutionary Computation — GECCO 2003 (GECCO 2003)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2724))

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Abstract

Most modern real-time strategy computer games have a sophisticated but fixed ‘AI’ component that controls the computer’s actions. Once the user has learned how such a game will react, the game quickly loses its appeal. This paper describes an example of how a learning classifier system (based on Wilson’s ZCS [1]) can be used to equip the computer with dynamically-changing strategies that respond to the user’s strategies, thus greatly extending the games playability for serious gamers.

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References

  1. Wilson, S.: ZCS: a zeroth level classifier system. Evolutionary Computation 2 (1994) 1–18

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  2. Reynolds, C.: Flocks, herds, and schools: A distributed behavioural model. Computer Graphics 21 (1987) 25–34

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  3. Smith, R., Dike, B., Ravichandran, B., El-Fallah, A., Mehra, R.: The fighter aircraft lcs: a case of different lcs goals and techniques. In Lanzi, P.L., W. Stolzmann, Wilson, S., eds.: Learning Classifier Systems, From Foundations to Applications. Number 1813 in LNCS. Springer-Verlag (2000) 283–300

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© 2003 Springer-Verlag Berlin Heidelberg

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Falke, W.J., Ross, P. (2003). Dynamic Strategies in a Real-Time Strategy Game. In: Cantú-Paz, E., et al. Genetic and Evolutionary Computation — GECCO 2003. GECCO 2003. Lecture Notes in Computer Science, vol 2724. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45110-2_89

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  • DOI: https://doi.org/10.1007/3-540-45110-2_89

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-40603-7

  • Online ISBN: 978-3-540-45110-5

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