Creating a Personality System for RTS Bots

  • Jacek Mańdziuk
  • Przemysław Szałaj


Bots in Real Time Strategy games often play according to predefined scripts, which usually makes their behaviour repetitive and predictable. In this chapter, we discuss a notion of personality for an RTS bot and how it can be used to control a bot’s behaviour. We introduce a personality system that allows us to easily create different personalities and we discuss how different components of the system can be identified and defined. The process of personality creation is based on several traits, which describe a general bot’s characteristics. It allows us to create a wide variety of consistent personalities with the desired level of randomness, and, at the same time, to precisely control a bot’s behaviour by enforcing or preventing certain strategies and techniques.


Resource Base Difficulty Level Unit Type Game Engine Human Player 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.



Special thanks are due to Marta Buchlovská for her help with the design of the last experiment. Also, thanks to all the participants of that tournament.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  1. 1.Faculty of Mathematics and Information ScienceWarsaw University of TechnologyWarsawPoland

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