Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search
December 07, 2022 Β· Declared Dead Β· π arXiv.org
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Authors
Kynan Sorochan, Matthew Guzdial
arXiv ID
2212.03387
Category
cs.AI: Artificial Intelligence
Citations
7
Venue
arXiv.org
Last Checked
4 months ago
Abstract
Real-Time Strategy (RTS) game unit generation is an unexplored area of Procedural Content Generation (PCG) research, which leaves the question of how to automatically generate interesting and balanced units unanswered. Creating unique and balanced units can be a difficult task when designing an RTS game, even for humans. Having an automated method of designing units could help developers speed up the creation process as well as find new ideas. In this work we propose a method of generating balanced and useful RTS units. We draw on Search-Based PCG and a fitness function based on Monte Carlo Tree Search (MCTS). We present ten units generated by our system designed to be used in the game microRTS, as well as results demonstrating that these units are unique, useful, and balanced.
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