Design of Emergent and Adaptive Virtual Players in a War RTS Game

  • José A. García Gutiérrez
  • Carlos Cotta
  • Antonio J. Fernández Leiva
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6686)


Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent’s assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one-player wRTS game constructed specifically for experimentation.


Player Behavior Player Skill Strategy Game Human Player Convex Obstacle 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


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Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • José A. García Gutiérrez
    • 1
  • Carlos Cotta
    • 1
  • Antonio J. Fernández Leiva
    • 1
  1. 1.Dept. Lenguajes y Ciencias de la Computación, ETSI InformáticaUniversidad de MálagaMálagaSpain

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