Behaviour oriented design for real-time-strategy games: An approach on iterative development for STARCRAFT AI

Swen Gaudl, Simon Davies, Joanna J. Bryson

Research output: Chapter or section in a book/report/conference proceedingChapter in a published conference proceeding

Abstract

Design is an essential part of all games and narratives, yet designing and implementing believable game strategies can be time consuming and error-prone. This motivates the development and application of systems AI methodologies. Here we demonstrate for the first time the iterative development of agent behaviour for a real-time strategy game (here StarCraft) utilising Behaviour Oriented Design (BOD). BOD provides focus on the robust creation and easy adjustment of modular and hierarchical cognitive agents. We demonstrate BOD’s usage in creating an AI capable of playing the StarCraft character the Zerg hive mind, and document its performance against a variety of opponent AI systems. In describing our tool-driven development process, we also describe the new Abode IDE, provide a brief literature review situating BOD in the AI game literature, and propose possible future work.
Original languageEnglish
Title of host publicationFoundations of Digital Games Conference 2013 (FDG 2013)
PublisherFoundations of Digital Games
Pages198-205
Number of pages8
Publication statusPublished - 1 May 2013
EventFoundations of Digital Games 2013 - Chania, Greece
Duration: 14 May 201317 May 2013

Conference

ConferenceFoundations of Digital Games 2013
Country/TerritoryGreece
CityChania
Period14/05/1317/05/13

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