SCAI Presentation

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These are slides from a presentation given to provide an overview of our group research on artificial intelligence (specifically, artificially intelligence use to optimize strategy in game play).

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SCAI Presentation

  1. 1. StarCraft Artificial Intelligence Team<br />
  2. 2. AIIDE 2010 StarCraft Competition<br />Tournament 1: Micro-management<br />Zealot Battle (9v9)<br />Dragoon Battle (12v12)<br />Zerg Air Battle (24v24)<br />Tournament 2: Small Scale Combat<br />Dragoon Battle (10v10)<br />Medic and Marines Battle (28v28)<br />
  3. 3. BroodwarApplication Programming Interface (BWAPI)<br />Open-source C++ framework for creating AI modules for StarCraft<br />Allows programmers to access “fair” information on the terrain, players, and units during a game<br />Allows AI units to be non-cheating<br />Use real-time AI algorithms in a robust commerical RTS environment<br />
  4. 4. Zealot vs Zealot<br />Accomplishments:<br /><ul><li>Put units in a strategic line formation
  5. 5. Calculate the probability of a group of units winning against the opposing group
  6. 6. Lanchester’s laws</li></ul>Goals:<br /><ul><li>Split units into several independent groups for local advantage situations
  7. 7. Retreat units with low health
  8. 8. Target enemy units with low health</li></li></ul><li>Dragoon vs Dragoon<br />Accomplishments:<br /><ul><li>Organize units in line formation
  9. 9. Focus fire on targets within range
  10. 10. Choose most damaged target</li></ul>Goals:<br /><ul><li>Retreat damaged units
  11. 11. Shift units in line formation according to enemy unit positioning</li></li></ul><li>Zerg Air Battles<br />Accomplishments:<br /><ul><li>“Stack” Mutalisks</li></ul>Goals:<br /><ul><li>Implement Chinese Triangle Strategy vs Scourge
  12. 12. Timing of Mutalisk and Scourge offensive</li></li></ul><li>
  13. 13.
  14. 14. Future Goals:<br />Create a full macro-manager AI to play the full game<br />Reinforcement Learning<br />

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