License: Creative Commons Attribution 3.0 Unported license (CC BY 3.0)
When quoting this document, please refer to the following
DOI: 10.4230/DFU.Vol6.12191.1
URN: urn:nbn:de:0030-drops-43328
URL: http://dagstuhl.sunsite.rwth-aachen.de/volltexte/2013/4332/
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Cowling, Peter I. ; Buro, Michael ; Bida, Michal ; Botea, Adi ; Bouzy, Bruno ; Butz, Martin V. ; Hingston, Philip ; Muñoz-Avila, Hector ; Nau, Dana ; Sipper, Moshe

Search in Real-Time Video Games

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Abstract

This chapter arises from the discussions of an experienced international group of researchers interested in the potential for creative application of algorithms for searching finite discrete graphs, which have been highly successful in a wide range of application areas, to address a broad range of problems arising in video games. The chapter first summarises the state of the art in search algorithms for games. It then considers the challenges in implementing these algorithms in video games (particularly real time strategy and first-person games) and ways of creating searchable discrete representations of video game decisions (for example as state-action graphs). Finally the chapter looks forward to promising techniques which might bring some of the success achieved in games such as Go and Chess, to real-time video games. For simplicity, we will consider primarily the objective of maximising playing strength, and consider games where this is a challenging task, which results in interesting gameplay.

BibTeX - Entry

@InCollection{cowling_et_al:DFU:2013:4332,
  author =	{Peter I. Cowling and Michael Buro and Michal Bida and Adi Botea and Bruno Bouzy and Martin V. Butz and Philip Hingston and Hector Mu{\~n}oz-Avila and Dana Nau and Moshe Sipper},
  title =	{{Search in Real-Time Video Games}},
  booktitle =	{Artificial and Computational Intelligence in Games},
  pages =	{1--19},
  series =	{Dagstuhl Follow-Ups},
  ISBN =	{978-3-939897-62-0},
  ISSN =	{1868-8977},
  year =	{2013},
  volume =	{6},
  editor =	{Simon M. Lucas and Michael Mateas and Mike Preuss and Pieter Spronck and Julian Togelius},
  publisher =	{Schloss Dagstuhl--Leibniz-Zentrum fuer Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{http://drops.dagstuhl.de/opus/volltexte/2013/4332},
  URN =		{urn:nbn:de:0030-drops-43328},
  doi =		{10.4230/DFU.Vol6.12191.1},
  annote =	{Keywords: search algorithms, real-time video games, Monte Carlo tree search, minimax search, game theory}
}

Keywords: search algorithms, real-time video games, Monte Carlo tree search, minimax search, game theory
Collection: Artificial and Computational Intelligence in Games
Issue Date: 2013
Date of publication: 18.11.2013


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