The purpose of this paper is to answer the central question, “Can a Realistic Artificial
Intelligence be created for a Real-Time Strategy Game?” A brief framework on how to achieve
a realistic real-time strategy (RTS) game artificial intelligence (AI) is herein outlined in order to
demonstrate how RTS games enable the AI to make optimal decisions in real-time. In order to
gather information and gain insight into what type of artificial player a human player wanted to
compete against, a survey was created. In addition, 17 sources were examined in order to
explain how to achieve a realistic RTS game AI. As a result of the data analysis and research, it
was found that in order to create a realistic RTS game AI the AI design must be broken down
into two main categories: tactics and strategy. Also, those categories must be broken down
even further into other sub-categories. The “tactics” category consists of combat and pathfinding.
The “strategy” category consists of sub-goal identification, engaging the enemy,
learning, and economy management. The evidence is conclusive; it is possible to create a
realistic AI for a RTS game. This can be achieved by implementing the basic framework as
outlined above. Since it is possible to create a realistic AI for a RTS game it is also possible for
other types of applications such as military to adapt this research and use it for its own
applications. Future research in RTS game AI is infinite as the possibilities are endless. This is
because no two RTS games are alike. Even new games within the same series such as
“Warcraft” to “Warcraft II” will have new features which will require AI game programmers to
modify current AI techniques and to also invent new AI techniques in order to adapt to these new features.
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