Search in Real-Time Video Games

Authors Peter I. Cowling, Michael Buro, Michal Bida, Adi Botea, Bruno Bouzy, Martin V. Butz, Philip Hingston, Hector Muñoz-Avila, Dana Nau, Moshe Sipper



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Author Details

Peter I. Cowling
Michael Buro
Michal Bida
Adi Botea
Bruno Bouzy
Martin V. Butz
Philip Hingston
Hector Muñoz-Avila
Dana Nau
Moshe Sipper

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Peter I. Cowling, Michael Buro, Michal Bida, Adi Botea, Bruno Bouzy, Martin V. Butz, Philip Hingston, Hector Muñoz-Avila, Dana Nau, and Moshe Sipper. Search in Real-Time Video Games. In Artificial and Computational Intelligence in Games. Dagstuhl Follow-Ups, Volume 6, pp. 1-19, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2013)
https://doi.org/10.4230/DFU.Vol6.12191.1

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.
Keywords
  • search algorithms
  • real-time video games
  • Monte Carlo tree search
  • minimax search
  • game theory

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