A Goal-Based Architecture for Opposing Player AI

Kevin Dill and Denis Papp

This paper describes a goal-based architecture which provides a single source for all high level decisions made by AI players in real-time strategy games. The architecture is easily extensible, flexible enough to be rapidly adapted to multiple different games, and powerful enough to provide a good challenge on a random, unexplored map without unfair advantages or visible cheating. This framework was applied successfully in the development of two games at TimeGate Studios – Kohan2: Kings of War and Axis and Allies.

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