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dc.contributor.authorMontoliu, Ren_US
dc.contributor.authorEstaben, Aen_US
dc.contributor.authorDíaz, Cen_US
dc.contributor.authorFuster, Sen_US
dc.contributor.authorPérez-Liebana, Den_US
dc.date.accessioned2024-06-05T07:50:54Z
dc.date.issued2023-01-01en_US
dc.identifier.issn1613-0073en_US
dc.identifier.urihttps://qmro.qmul.ac.uk/xmlui/handle/123456789/97240
dc.description.abstractThis paper introduces TotalBotWar, a novel pseudo-real-time multi-action challenge for game AI. Additionally, it includes initial experiments that assess the framework’s performance with various agents. TotalBotWar is inspired by the real-time battles found in the popular TotalWar game series, where players command armies to defeat their opponents. In this game, each turn comprises a set of orders to control one’s units. As the game progresses, the number and specific orders that can be executed in a turn change. An intriguing aspect of TotalBotWar is that if a unit doesn’t receive an order in a turn, it continues the action it performed in the previous turn. This characteristic results in a rapidly increasing turn-wise branching factor, making it challenging for traditional algorithms. Furthermore, the game’s partial observability of the game state makes it a valuable platform for testing modern AI algorithms.en_US
dc.rights© 2023 Copyright for this paper by its authors.
dc.titleTotalBotWar: An Innovative AI Challenge and Competition for Pseudo Real-time Multi-action gamesen_US
dc.typeConference Proceeding
dc.rights.holderUse permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
pubs.notesNot knownen_US
pubs.publication-statusPublisheden_US
pubs.volume3599en_US
rioxxterms.funderDefault funderen_US
rioxxterms.identifier.projectDefault projecten_US


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