Adaptive AI Engine for RTS Games

Discussing the theory and practice

Archive for the ‘Future Work’ Category

Contains ideas about future work for our project

Introduction to Cooperative AI-Controlled Player in RTS Games

Posted by Ogail on November 8, 2009

  • Overview:
    • This document introduce the cooperative feature in computer players in RTS Games
  • Technical Terms Used:
    • AI-Controlled Player: player in the game that is controlled by the computer not human
    • Real Time Strategy (RTS) Games: games like “Age of Empires, Red-Alert, Warcraft, Starcraft, and Generals…”
  • What we mean by cooperative AI-Controlled player in RTS Games?
    • Cooperative AI-Controlled player is a feature that makes the AI-Controlled player able to cooperate with other players in the game (AI-Controlled or human) to max the benefit between them
    • Example:
      • Suppose that you are playing a game with an AI-Controlled computer as ally (player # 1) against another AI-Controlled player (player # 2). So when you are attacking player # 2, player # 1 should be able to recognize that and try to help you with supplies from him and synchronize attacking strategies with you
  • Why to develop that project?
    • This feature is not implemented well in current RTS games. The computer only can sign in the place it’s going to attack not more! Also, the human player can’t talk (via chat) to the AI-Controlled ally and arrange a strategy with it
    • In 10-2008, MIT asks for researchers to provide this feature!
    • We (as Abdelrahman and Omar) have fair knowledge about this area so we’ll start work directly
    • We have a ready developed RTS Game and we are only trying to provide it with additional features. This saves time consumed in developing and testing a new RTS Game
    • After finishing this project, we could merge our work together to produce a processional AI Engine for RTS Games that is able to learn and cooperate with others!

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