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International Journal of Computer Games Technology
Volume 2011, Article ID 834026, 17 pages
http://dx.doi.org/10.1155/2011/834026
Research Article

Determining Solution Space Characteristics for Real-Time Strategy Games and Characterizing Winning Strategies

Department of Electrical and Computer Engineering, Graduate School of Engineering and Management, Air Force Institute of Technology, Wright Patterson AFB, Dayton, OH 45433, USA

Received 24 September 2010; Revised 7 January 2011; Accepted 2 March 2011

Academic Editor: Alexander Pasko

Copyright © 2011 Kurt Weissgerber et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Abstract

The underlying goal of a competing agent in a discrete real-time strategy (RTS) game is to defeat an adversary. Strategic agents or participants must define an a priori plan to maneuver their resources in order to destroy the adversary and the adversary's resources as well as secure physical regions of the environment. This a priori plan can be generated by leveraging collected historical knowledge about the environment. This knowledge is then employed in the generation of a classification model for real-time decision-making in the RTS domain. The best way to generate a classification model for a complex problem domain depends on the characteristics of the solution space. An experimental method to determine solution space (search landscape) characteristics is through analysis of historical algorithm performance for solving the specific problem. We select a deterministic search technique and a stochastic search method for a priori classification model generation. These approaches are designed, implemented, and tested for a specific complex RTS game, Bos Wars. Their performance allows us to draw various conclusions about applying a competing agent in complex search landscapes associated with RTS games.