Evaluating a Cognitive Agent-Orientated Approach for the creation of Artificial Intelligence in StarCraft

Master Thesis (2018)
Author(s)

T. Peeters (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Contributor(s)

KV Hindriks – Mentor

V.J. Koeman – Mentor

DJ Broekens – Graduation committee member

R. Bidarra – Graduation committee member

Faculty
Electrical Engineering, Mathematics and Computer Science
Copyright
© 2018 Tom Peeters
More Info
expand_more
Publication Year
2018
Language
English
Copyright
© 2018 Tom Peeters
Graduation Date
28-08-2018
Awarding Institution
Delft University of Technology
Project
['Interactive Intelligence']
Faculty
Electrical Engineering, Mathematics and Computer Science
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

In this thesis a cognitive multi-agent system is developed for the real-time strategy game StarCraft: Brood War using GOAL, a language developed at the Delft University of Technology. StarCraft provides various challenges to GOAL that it has not faced before in terms of complexity and quantity of agents. A connector is required for GOAL to interact with StarCraft: the StarCraft-GOAL Environment Connector. In order to provide context for the development stage, this thesis starts by explaining the basics of StarCraft, GOAL and the connector. The development of the bot that will be created, named ForceBot, takes place over the course of four tournaments that serve as milestones and are used to measure the game performance of ForceBot. As the conditions and participants of these tournaments vary, an additional setup for hosting internal test tournaments is established in order to provide a form of testing that remains consistent over the course of the development. Based on the results of tournaments, it can be concluded that the final game performance of ForceBot is above average with regards to existing StarCraft bots. A total of four aspects of GOAL, the language, tools, connector and computational performance, are analysed based on their usage and performance during development, and suggestions for improvements are made accordingly. Among these four aspects, the computational performance is identified as the primary bottleneck for the game performance of GOAL-based StarCraft bots.

Files

License info not available