mlsanityData to 7 Oct 2026

Generating Real-Time Strategy Game Units Using Search-Based Procedural Content Generation and Monte Carlo Tree Search

arXiv 2212.03387 ↗First posted 7 Dec 2022cs.AIcited by 5

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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

  1. 2018Automated Game Design via Conceptual Expansioncited by 15
  2. 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.