We consider the problem of strategic adversarial planning in a Real-Time Strategy (RTS) game. Strategic adversarial planning is the generation of a network of high-level tasks to satisfy goals while anticipating an adversary's actions. In this thesis we describe an abstract state and action space used for planning in an...
We consider the problem of tactical assault planning in real-time strategy games where a team of friendly agents must launch an assault on an enemy. This problem offers many challenges including a highly dynamic and uncertain environment, multiple agents, durative actions, numeric attributes, and different optimization objectives. While the dynamics...