Skip to main content

An Artificial Player for a Turn-Based Strategy Game

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 10191))

Abstract

This paper describes the design of an artificial intelligent opponent in the Empire Wars turn-based strategy computer game. Several approaches to make the opponent in the game, that has complex rules and a huge state space, are tested. In the first phase, common methods such as heuristics, influence maps, and decision trees are used. While they have many advantages (speed, simplicity and the ability to find a solution in a reasonable time), they provide rather average results. In the second phase, the player is enhanced by an evolutionary algorithm. The algorithm adjusts several parameters of the player that were originally determined empirically. In the third phase, a learning process based on recorded moves from previous games played is used. The results show that incorporating evolutionary algorithms can significantly improve the efficiency of the artificial player without necessarily increasing the processing time.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Billings, D., Davidson, A., Schaeffer, J., Szafron, D.: The challenge of poker. Artif. Intell. 134(1), 201–240 (2002)

    Article  MATH  Google Scholar 

  2. Schaeffer, J., Burch, N., Björnsson, Y., Kishimoto, A., Müller, M., Lake, R., Lu, P., Sutphen, S.: Checkers is solved. Science 317(5844), 1518–1522 (2007)

    Article  MathSciNet  MATH  Google Scholar 

  3. Liu, R., Xie, X., Augusto, V., Rodriguez, C.: Heuristic algorithms for a vehicle routing problem with simultaneous delivery and pickup and time windows in home health care. Eur. J. Oper. Res. 230(3), 475–486 (2013)

    Article  MathSciNet  MATH  Google Scholar 

  4. Kanal, L., Kumar, V.: Search in Artificial Intelligence. Springer Science & Business Media, Heidelberg (2012)

    MATH  Google Scholar 

  5. Liu, E., Temlyakov, V.N.: The orthogonal super greedy algorithm and applications in compressed sensing. IEEE Trans. Inf. Theory 58(4), 2040–2047 (2012)

    Article  MathSciNet  Google Scholar 

  6. Pan, Q.K., Ruiz, R.: An effective iterated greedy algorithm for the mixed no-idle permutation flowshop scheduling problem. Omega 44, 41–50 (2014)

    Article  Google Scholar 

  7. Hingston, P.: A turing test for computer game bots. IEEE Trans. Comput. Intell. AI Games 1(3), 169–186 (2009)

    Article  Google Scholar 

  8. Yannakakis, G.N.: Game AI revisited. In: Proceedings of the 9th Conference on Computing Frontiers, pp. 285–292. ACM (2012)

    Google Scholar 

  9. Rogers, K.D., Skabar, A.A.: A micromanagement task allocation system for real-time strategy games. IEEE Trans. Comput. Intell. AI Games 6(1), 67–77 (2014)

    Article  Google Scholar 

  10. Graham, R., McCabe, H., Sheridan, S.: Pathfinding in computer games. ITB J. 4(2), 6 (2015)

    Google Scholar 

  11. Cowley, B.U., Charles, D.: Adaptive artificial intelligence in games: issues, requirements, and a solution through behavlets-based general player modelling. arXiv preprint arXiv:1607.05028 (2016)

  12. Lara-Cabrera, R., Cotta, C., Fernández-Leiva, A.J.: A review of computational intelligence in RTS games. In: 2013 IEEE Symposium on Foundations of Computational Intelligence (FOCI), pp. 114–121. IEEE (2013)

    Google Scholar 

  13. Pistono, F., Yampolskiy, R.V.: Unethical research: how to create a malevolent artificial intelligence. arXiv preprint arXiv:1605.02817 (2016)

  14. Narang, A., Srivastava, A., Jain, R., Shyamasundar, R.K.: Dynamic distributed scheduling algorithm for state space search. In: Kaklamanis, C., Papatheodorou, T., Spirakis, P.G. (eds.) Euro-Par 2012. LNCS, vol. 7484, pp. 141–154. Springer, Heidelberg (2012). doi:10.1007/978-3-642-32820-6_16

    Chapter  Google Scholar 

  15. Kojima, H., Nagashima, Y., Tsuchiya, T.: Model checking techniques for state space reduction in manet protocol verification. In: 2016 IEEE International Parallel and Distributed Processing Symposium Workshops, pp. 509–516. IEEE (2016)

    Google Scholar 

  16. Phillips, C.R.: Employing an efficient and scalable implementation of the Cost Sensitive Alternating Decision Tree algorithm to efficiently link person records. Ph.D. thesis, Texas State University (2015)

    Google Scholar 

  17. Oliver, J.J., Hand, D.J.: On pruning and averaging decision trees. In: Machine Learning: Proceedings of the Twelfth International Conference, pp. 430–437 (2016)

    Google Scholar 

  18. Xu, Z.: Uncertain Multi-attribute Decision Making: Methods and Applications. Springer, Heidelberg (2015)

    Book  MATH  Google Scholar 

  19. Park, H., Kim, K.J.: Mcts with influence map for general video game playing. In: 2015 IEEE Conference on Computational Intelligence and Games (CIG), pp. 534–535. IEEE (2015)

    Google Scholar 

  20. Mark, D.: Modular tactical influence maps. In: Game AI Pro 2: Collected Wisdom of Game AI Professionals, p. 343 (2015)

    Google Scholar 

  21. Fiondella, L., Rahman, A., Lownes, N., Basavaraj, V.V.: Defense of high-speed rail with an evolutionary algorithm guided by game theory. IEEE Trans. Reliab. 65(2), 674–686 (2016)

    Article  Google Scholar 

  22. Mariano, P., Correia, L.: Population dynamics of centipede game using an energy based evolutionary algorithm. In: Advances in Artificial Life, ECAL 2013, pp. 1116–1123 (2013)

    Google Scholar 

  23. Ura, A., Miwa, M., Tsuruoka, Y., Chikayama, T.: Comparison training of Shogi evaluation functions with self-generated training positions and moves. In: Herik, H.J., Iida, H., Plaat, A. (eds.) CG 2013. LNCS, vol. 8427, pp. 208–220. Springer, Cham (2014). doi:10.1007/978-3-319-09165-5_18

    Google Scholar 

  24. Liapis, A., Martínez, H.P., Togelius, J., Yannakakis, G.N.: Adaptive game level creation through rank-based interactive evolution. In: 2013 IEEE Conference on Computational Intelligence in Games (CIG), pp. 1–8. IEEE (2013)

    Google Scholar 

Download references

Acknowledgements

The authors of this paper would like to thank Tereza Krizova for proofreading. This work and the contribution were also supported by project of Students Grant Agency — FIM, University of Hradec Kralove, Czech Republic (under ID: UHK-FIM-SP-2017).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Pavel Kriz .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this paper

Cite this paper

Maly, F., Kriz, P., Mrazek, A. (2017). An Artificial Player for a Turn-Based Strategy Game. In: Nguyen, N., Tojo, S., Nguyen, L., Trawiński, B. (eds) Intelligent Information and Database Systems. ACIIDS 2017. Lecture Notes in Computer Science(), vol 10191. Springer, Cham. https://doi.org/10.1007/978-3-319-54472-4_43

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-54472-4_43

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-54471-7

  • Online ISBN: 978-3-319-54472-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics