Tobias Hall; Matteus Magnusson , pp. 31. COM/School of Computing, 2010.
This thesis describes the architecture of an adaptive goal-oriented AI system that can
be used for Real-Time Strategy games. The system is at the end tested against a single
opponent on three dierent maps with dierent sizes to test the ability of the AI opposed
to the 'standard' Finite State Machines and the likes in Real-Time Strategy games.
The system consists of a task handler agent that manages all the active and halted tasks.
A task is either low-level; used for ordering units, or high-level that can form advanced
strategies. The General forms plans that are most advantageous at the moment. For
creating eective units against the opponent a priority system is used; where the unit
priorities are calculated dynamically.