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Search in Real-Time Video Games.

  • Peter I. Cowling
  • , Michael Buro
  • , Michal Bída
  • , Adi Botea
  • , Bruno Bouzy
  • , Martin V. Butz
  • , Philip Hingston
  • , Hector Muñoz-Avila
  • , Dana S. Nau
  • , Moshe Sipper

    Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

    Abstract

    This chapter arises from the discussions of an experienced international group of researchers interested in the potential for creative application of algorithms for searching finite discrete graphs, which have been highly successful in a wide range of application areas, to address a broad range of problems arising in video games. The chapter first summarises the state of the art in search algorithms for games. It then considers the challenges in implementing these algorithms in video games (particularly real time strategy and first-person games) and ways of
    creating searchable discrete representations of video game decisions (for example as state-action graphs). Finally the chapter looks forward to promising techniques which might bring some of the success achieved in games such as Go and Chess, to real-time video games. For simplicity, we will consider primarily the objective of maximising playing strength, and consider games where this is a challenging task, which results in interesting gameplay.
    Original languageEnglish
    Title of host publicationArtificial and Computational Intelligence in Games
    EditorsM. Simon, Lucas & Michael Mateas, Mike Preuss, Pieter Spronck, Julian Togelius
    PublisherSchloss Dagstuhl- Leibniz-Zentrum fur Informatik GmbH, Dagstuhl Publishing
    Pages1-19
    Volume6
    ISBN (Print)978-3-939897-62-0
    DOIs
    StatePublished - 2013

    Keywords

    • Monte Carlo tree search
    • minimax search, game theory
    • real-time video games
    • search algorithms

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