Skip to Main content Skip to Navigation

Vers une simplification de la conception de comportements stratégiques pour les opposants dans les jeux vidéo de stratégie

Abstract : This PhD thesis addresses the topic of creating artificial intelligence (AI) to control high-level decision-making in strategy games. This kind of game offers complex environments that require the manipulation of a large number of resources by choosing actions depending on long-term goals. This AI design is not simple because it is about providing to the player a playful and interesting experience. Hence, the aim is not to create unbeatable behaviors, but rather to display several personality traits allowing the player to face diverse opponents. Its creation involves game designers who are responsible of defining several strategies according to the experience they want to provide to the player, and game developers who implement those strategies to put them into the game. The collaboration between them requires many exchanges and development iterations to obtain a result corresponding to game designers’ expectations. The objective of this PhD thesis is to improve and simplify the creation of strategical behaviors by proposing a strategy model intelligible to game designers and that can be interfaced easily with developers’ work. For game designers, a strategy model has been created to allow them to express rules guiding the choice of goals and their allocated resources. These rules make it possible for game designers to express which goal to choose according to the context but also to choose several of them and give them relative importance in order to influence the resource distribution. To improve intelligibility we use a graphical model inspired from finite state machines and behavior trees. Our proposition also includes a strategy engine which executes the strategies created with the model. This execution produces directives that are represented by a list of selected strategical goals and the resources that have been allocated according to the importance and needs of each goal. These directives are intended for a tactical module in charge of their application. The developers are then responsible for the implementation of this tactical module. Our solution enables game designers to directly design the strategical level of an AI and therefore facilitates their cooperation with game developers and simplifies the entire creation process of the AI.
Complete list of metadatas

Cited literature [167 references]  Display  Hide  Download
Contributor : Abes Star :  Contact
Submitted on : Wednesday, May 15, 2019 - 7:07:39 PM
Last modification on : Friday, October 23, 2020 - 4:40:55 PM


Version validated by the jury (STAR)


  • HAL Id : tel-02130478, version 1



Juliette Lemaitre. Vers une simplification de la conception de comportements stratégiques pour les opposants dans les jeux vidéo de stratégie. Intelligence artificielle [cs.AI]. Université de Technologie de Compiègne, 2017. Français. ⟨NNT : 2017COMP2343⟩. ⟨tel-02130478⟩



Record views


Files downloads