# Strategy Game-Playing with Size-Constrained State Abstraction

arXiv: https://arxiv.org/abs/2408.06202 · HTML: https://mlsanity.com/paper/2408.06202/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 7 of its 29 references that are in the map.
- First posted on arXiv 12 Aug 2024.

## Builds on (most cited first, 7 of 7)

- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games](https://mlsanity.com/paper/2103.01955/) (2021)
- ["Other-Play" for Zero-Shot Coordination](https://mlsanity.com/paper/2003.02979/) (2020)
- [Collaborating with Humans without Human Data](https://mlsanity.com/paper/2110.08176/) (2021)
- [Off-Belief Learning](https://mlsanity.com/paper/2103.04000/) (2021)
- [K-level Reasoning for Zero-Shot Coordination in Hanabi](https://mlsanity.com/paper/2207.07166/) (2022)
- [The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation](https://mlsanity.com/paper/1802.05991/) (2018)

## Built on by (most cited first, 1 of 1)

- [SAT-RTS: A systematic framework for tactical knowledge extraction and visualization-based analysis in real-time strategy games](https://mlsanity.com/paper/2606.30090/) (2026)

## Abstract (arXiv)

Playing strategy games is a challenging problem for artificial intelligence (AI). One of the major challenges is the large search space due to a diverse set of game components. In recent works, state abstraction has been applied to search-based game AI and has brought significant performance improvements. State abstraction techniques rely on reducing the search space, e.g., by aggregating similar states. However, the application of these abstractions is hindered because the quality of an abstraction is difficult to evaluate. Previous works hence abandon the abstraction in the middle of the search to not bias the search to a local optimum. This mechanism introduces a hyper-parameter to decide the time to abandon the current state abstraction. In this work, we propose a size-constrained state abstraction (SCSA), an approach that limits the maximum number of nodes being grouped together. We found that with SCSA, the abstraction is not required to be abandoned. Our empirical results on 3 strategy games show that the SCSA agent outperforms the previous methods and yields robust performance over different games. Codes are open-sourced at https://github.com/GAIGResearch/Stratega.
