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TCIAIG
2016

Predicting Opponent's Production in Real-Time Strategy Games With Answer Set Programming

8 years 8 months ago
Predicting Opponent's Production in Real-Time Strategy Games With Answer Set Programming
—The adversarial character of real-time strategy (RTS) games is one of the main sources of uncertainty within this domain. Since players lack exact knowledge about their opponent’s actions, they need a reasonable representation of alternative possibilities and their likelihood. In this article we propose a method of predicting the most probable combination of units produced by the opponent during a certain time period. We employ a logic programming paradigm called Answer Set Programming, since its semantics is well suited for reasoning with uncertainty and incomplete knowledge. In contrast with typical, purely probabilistic approaches, the presented method takes into account the background knowledge about the game and only considers the combinations that are consistent with the game mechanics and with the player’s partial observations. Experiments, conducted during different phases of StarCraft: Brood War and Warcraft III: The Frozen Throne games, show that the prediction accurac...
Marius Stanescu, Michal Certický
Added 10 Apr 2016
Updated 10 Apr 2016
Type Journal
Year 2016
Where TCIAIG
Authors Marius Stanescu, Michal Certický
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