Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search
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Abstract (arXiv)
Real-Time Strategy (RTS) game unit generation is an unexplored area of Procedural Content Generation (PCG) research, which leaves the question of how to automatically generate interesting and balanced units unanswered. Creating unique and balanced units can be a difficult task when designing an RTS game, even for humans. Having an automated method of designing units could help developers speed up the creation process as well as find new ideas. In this work we propose a method of generating balanced and useful RTS units. We draw on Search-Based PCG and a fitness function based on Monte Carlo Tree Search (MCTS). We present ten units generated by our system designed to be used in the game microRTS, as well as results demonstrating that these units are unique, useful, and balanced.
Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). Builds on 2 of its 20 references that are in the map. First posted on arXiv 7 Dec 2022.
Builds on
2 of 20 references.
References · 2
- 2018Automated Game Design via Conceptual Expansioncited by 15
- 2019Monte-Carlo Tree Search for Simulation-based Strategy Analysiscited by 2
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Citing papers per year: 2023: 4; 2024: 0; 2025: 1.
5 papers.
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Gamescited by 7
- 2023Balancing of competitive two-player Game Levels with Reinforcement Learningcited by 4
- 2023Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rulescited by 4
- 2023Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approachcited by 1
- 2025Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learningcited by 0
- 2025Simulation-Driven Balancing of Competitive Game Levels with Reinforcement Learning24 Mar 2025
- 2023Tree-Based Reconstructive Partitioning: A Novel Low-Data Level Generation Approach18 Sep 2023
- 2023Mechanic Maker 2.0: Reinforcement Learning for Evaluating Generated Rules18 Sep 2023
- 2023RaidEnv: Exploring New Challenges in Automated Content Balancing for Boss Raid Games4 Jul 2023
- 2023Balancing of competitive two-player Game Levels with Reinforcement Learning7 Jun 2023