Interfacing Agents to Real-Time Strategy Games

Andreas Schmidt Jensen, Christian Kaysø-Rørdam, Jørgen Villadsen

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

265 Downloads (Pure)

Abstract

In real-time strategy games players make decisions and control their units simultaneously. Players are required to make decisions under time pressure and should be able to control multiple units at once in order to be successful. We present the design and implementation of a multi-agent interface for the real-time strategy game STARCRAFT: BROOD WAR. This makes it possible to build agents that control each of the units in a game. We make use of the Environment Interface Standard, thus enabling different agent programming languages to use our interface, and we show how agents can control the units in the game in the Jason and GOAL agent programming languages.
Original languageEnglish
Title of host publicationProceedings of the 13th Scandinavian Conference on Artificial Intelligence (SCAI 2015)
EditorsS. Nowaczyk
PublisherIOS Press
Publication date2015
Pages68-77
ISBN (Print)978-1-61499-588-3
ISBN (Electronic)978-1-61499-589-0
Publication statusPublished - 2015
Event13th Scandinavian Conference on Artificial Intelligence (SCAI 2015) - Halmstad, Sweden
Duration: 4 Nov 20156 Nov 2015
Conference number: 13
http://www.hh.se/scai2015

Conference

Conference13th Scandinavian Conference on Artificial Intelligence (SCAI 2015)
Number13
Country/TerritorySweden
CityHalmstad
Period04/11/201506/11/2015
Internet address
SeriesFrontiers in Artificial Intelligence and Applications
Volume278
ISSN0922-6389

Keywords

  • Multi-agent systems
  • Environment interface standard
  • Real-time strategy games
  • Agent programming languages

Fingerprint

Dive into the research topics of 'Interfacing Agents to Real-Time Strategy Games'. Together they form a unique fingerprint.

Cite this