Academic research papers on AI in RTS games
Posted: 23 Mar 2006, 07:32
I'm a grad student that does AI-related research, and I recently stumbled across TA Spring. Being a fan of the original TA, this excited me tremendously. I haven't actually been able to run TA Spring yet (my personal computer is out of commission), but I have been skimming through the wiki and forums about the various AIs people have implemented for the game. I'm particularly intrigued by the Group AIs which can support human players, as it reminds me of Garry Kasparov's Advanced Chess proposal, where AIs and computers form cooperative teams.
In any case, I thought I'd share a few links to relevant research papers and sites, in the hope that some of you might find them interesting/useful. I've also posted the following to the wiki.
* Forbus et al 2001, "How qualitative spatial reasoning can improve strategy game AIs"
* Michael Buro's lab: Much of his lab's research is focused on "real-time planning and learning AI with applications to RTS games." They've actually created an open-source RTS called ORTS, in order to experiment with various AI techniques. With any luck, they might even be persuaded to switch their focus to TA Spring, or perhaps try implementing some of their algorithms. Also, it might be worthwhile to use elements of ORTS in TA Spring.
**M. Chung, M. Buro, and J. Schaeffer 2005, "Monte Carlo Planning in RTS Games"
**M. Buro 2004, "Call for AI Research in RTS Games": Gives a nice overview of the current state of AIs in RTS games
**M. Buro and T. Furtak, "RTS Games and Real-Time AI Research"
I'm not sure yet how useful such research will be right now, but hopefully as TA Spring proceeds aspects of such research will become more relevant.
In any case, I thought I'd share a few links to relevant research papers and sites, in the hope that some of you might find them interesting/useful. I've also posted the following to the wiki.
* Forbus et al 2001, "How qualitative spatial reasoning can improve strategy game AIs"
* Michael Buro's lab: Much of his lab's research is focused on "real-time planning and learning AI with applications to RTS games." They've actually created an open-source RTS called ORTS, in order to experiment with various AI techniques. With any luck, they might even be persuaded to switch their focus to TA Spring, or perhaps try implementing some of their algorithms. Also, it might be worthwhile to use elements of ORTS in TA Spring.
**M. Chung, M. Buro, and J. Schaeffer 2005, "Monte Carlo Planning in RTS Games"
**M. Buro 2004, "Call for AI Research in RTS Games": Gives a nice overview of the current state of AIs in RTS games
**M. Buro and T. Furtak, "RTS Games and Real-Time AI Research"
I'm not sure yet how useful such research will be right now, but hopefully as TA Spring proceeds aspects of such research will become more relevant.