M. Preuss, Daniel Kozakowski, Johan Hagelbäck, H. Trautmann
{"title":"基于模糊控制的《星际争霸》反应性策略选择","authors":"M. Preuss, Daniel Kozakowski, Johan Hagelbäck, H. Trautmann","doi":"10.1109/CIG.2013.6633627","DOIUrl":null,"url":null,"abstract":"Current StarCraft bots are not very flexible in their strategy choice, most of them just follow a manually optimized one, usually a rush. We suggest a method of augmenting existing bots via Fuzzy Control in order to make them react on the current game situation. According to the available information, the best matching of a pool of strategies is chosen. While the method is very general and can be applied easily to many bots, we implement it for the existing BTHAI bot and show experimentally how the modifications affects its gameplay, and how it is improved compared to the original version.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":"{\"title\":\"Reactive strategy choice in StarCraft by means of Fuzzy Control\",\"authors\":\"M. Preuss, Daniel Kozakowski, Johan Hagelbäck, H. Trautmann\",\"doi\":\"10.1109/CIG.2013.6633627\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Current StarCraft bots are not very flexible in their strategy choice, most of them just follow a manually optimized one, usually a rush. We suggest a method of augmenting existing bots via Fuzzy Control in order to make them react on the current game situation. According to the available information, the best matching of a pool of strategies is chosen. While the method is very general and can be applied easily to many bots, we implement it for the existing BTHAI bot and show experimentally how the modifications affects its gameplay, and how it is improved compared to the original version.\",\"PeriodicalId\":158902,\"journal\":{\"name\":\"2013 IEEE Conference on Computational Inteligence in Games (CIG)\",\"volume\":\"8 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-10-17\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"7\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2013 IEEE Conference on Computational Inteligence in Games (CIG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIG.2013.6633627\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2013.6633627","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Reactive strategy choice in StarCraft by means of Fuzzy Control
Current StarCraft bots are not very flexible in their strategy choice, most of them just follow a manually optimized one, usually a rush. We suggest a method of augmenting existing bots via Fuzzy Control in order to make them react on the current game situation. According to the available information, the best matching of a pool of strategies is chosen. While the method is very general and can be applied easily to many bots, we implement it for the existing BTHAI bot and show experimentally how the modifications affects its gameplay, and how it is improved compared to the original version.