dc.contributor.author | Montoliu, R | en_US |
dc.contributor.author | Estaben, A | en_US |
dc.contributor.author | Díaz, C | en_US |
dc.contributor.author | Fuster, S | en_US |
dc.contributor.author | Pérez-Liebana, D | en_US |
dc.date.accessioned | 2024-06-05T07:50:54Z | |
dc.date.issued | 2023-01-01 | en_US |
dc.identifier.issn | 1613-0073 | en_US |
dc.identifier.uri | https://qmro.qmul.ac.uk/xmlui/handle/123456789/97240 | |
dc.description.abstract | This 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.title | TotalBotWar: An Innovative AI Challenge and Competition for Pseudo Real-time Multi-action games | en_US |
dc.type | Conference Proceeding | |
dc.rights.holder | Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0). | |
pubs.notes | Not known | en_US |
pubs.publication-status | Published | en_US |
pubs.volume | 3599 | en_US |
rioxxterms.funder | Default funder | en_US |
rioxxterms.identifier.project | Default project | en_US |