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Neuroevolution based multi-agent system for micromanagement in real-time strategy games

Published: 16 September 2012 Publication History
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  • Abstract

    The main goal of this paper is the design of a multi-agent system (MAS) that handles unit micromanagement in real time strategy games and is able to adapt/learn during game play. To achieve this we adopted the rtNEAT approach in order to obtain customized neural network topologies, thus avoiding the generation of too complex architectures. Also by defining internal and external inputs for each agent we managed to create independent agents that are able to cooperate and form teams for their mutual benefit and at the same time eliminate unnecessary communication overhead. The MAS was implemented for the real time strategy game StarCraft using JADE multi-agent platform and BWAPI to ensure the interface with the game. We used as a baseline the in game AI and also tested it against other adapting AI systems in order to compare their performance against our system.

    References

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    Cited By

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    • (2023)Multiagent Systems on Virtual Games: A Systematic Mapping StudyIEEE Transactions on Games10.1109/TG.2022.321415415:2(134-147)Online publication date: Jun-2023
    • (2023)Deep ensemble learning of tactics to control the main force in a real-time strategy gameMultimedia Tools and Applications10.1007/s11042-023-15742-x83:4(12059-12087)Online publication date: 24-Jun-2023
    • (2021)Hierarchical control of multi-agent reinforcement learning team in real-time strategy (RTS) gamesExpert Systems with Applications: An International Journal10.1016/j.eswa.2021.115707186:COnline publication date: 30-Dec-2021
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    1. Neuroevolution based multi-agent system for micromanagement in real-time strategy games

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      cover image ACM Other conferences
      BCI '12: Proceedings of the Fifth Balkan Conference in Informatics
      September 2012
      312 pages
      ISBN:9781450312400
      DOI:10.1145/2371316
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Sponsors

      • MSTD: Ministry of Education, Science and Technological Development - Serbia
      • Novi Sad: Faculty of Technical Sciences, University of Novi Sad

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 16 September 2012

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      Author Tags

      1. machine learning
      2. multi-agent systems
      3. neural networks
      4. neuroevolution
      5. real time games

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      BCI '12
      Sponsor:
      • MSTD
      • Novi Sad
      BCI '12: Balkan Conference in Informatics, 2012
      September 16 - 20, 2012
      Novi Sad, Serbia

      Acceptance Rates

      Overall Acceptance Rate 97 of 250 submissions, 39%

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      Cited By

      View all
      • (2023)Multiagent Systems on Virtual Games: A Systematic Mapping StudyIEEE Transactions on Games10.1109/TG.2022.321415415:2(134-147)Online publication date: Jun-2023
      • (2023)Deep ensemble learning of tactics to control the main force in a real-time strategy gameMultimedia Tools and Applications10.1007/s11042-023-15742-x83:4(12059-12087)Online publication date: 24-Jun-2023
      • (2021)Hierarchical control of multi-agent reinforcement learning team in real-time strategy (RTS) gamesExpert Systems with Applications: An International Journal10.1016/j.eswa.2021.115707186:COnline publication date: 30-Dec-2021
      • (2020)A Review of Artificial Intelligence for GamesArtificial Intelligence in China10.1007/978-981-15-0187-6_34(298-303)Online publication date: 1-Feb-2020
      • (2019)StarCraft Micromanagement With Reinforcement Learning and Curriculum Transfer LearningIEEE Transactions on Emerging Topics in Computational Intelligence10.1109/TETCI.2018.28233293:1(73-84)Online publication date: Feb-2019
      • (2019)Design of the Software Architecture for Starcraft Video Game on the Basis of Finite State Machines2019 IEEE Conference of Russian Young Researchers in Electrical and Electronic Engineering (EIConRus)10.1109/EIConRus.2019.8656866(356-359)Online publication date: Jan-2019
      • (2018)A Review of Computational Intelligence for StarCraft AI2018 IEEE Symposium Series on Computational Intelligence (SSCI)10.1109/SSCI.2018.8628682(1167-1173)Online publication date: Nov-2018
      • (2017)Cooperative reinforcement learning for multiple units combat in starCraft2017 IEEE Symposium Series on Computational Intelligence (SSCI)10.1109/SSCI.2017.8280949(1-6)Online publication date: Nov-2017
      • (2017)Playing real-time strategy games by imitating human players' micromanagement skills based on spatial analysisExpert Systems with Applications: An International Journal10.1016/j.eswa.2016.11.02671:C(192-205)Online publication date: 1-Apr-2017
      • (2014)A Review of Real‐Time Strategy Game AIAI Magazine10.1609/aimag.v35i4.247835:4(75-104)Online publication date: Dec-2014
      • Show More Cited By

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