Exploration of Game Artificial Intelligence: Key Technologies and
Case Analysis
Yang Meng
a
College of Tourism and Cultural Industry, Guizhou University, Guizhou, China
Keywords: Game AI, Reinforcement Learning, Evolutionary Strategies, Monte Carlo Tree Search.
Abstract: Artificial Intelligence (AI) has seen rapid advancements in recent years, with game AI emerging as a key area
for testing and refining AI technologies. Games have become valuable platforms for evaluating AI
performance, exemplified by notable successes like AlphaGo and OpenAI's Dota 2 bots. This paper provides
a comprehensive review of game AI development, focusing on the background and significance of game-
based AI research. The paper is structured to: 1) introduce the foundations of game AI; 2) highlight the key
characteristics of games used for AI testing; 3) present core algorithms such as Evolutionary Strategies (ES),
Reinforcement Learning (RL), and Monte Carlo Tree Search (MCTS), detailing their basic principles; 4)
discuss the practical applications of these algorithms in various games; 5) analyze the strengths and limitations
of these techniques. Furthermore, the paper outlines the historical progression of game AI, its broader
significance, and identifies the challenges and potential future research directions in this field. The goal is to
offer beginners a clear understanding of game AI, while motivating deeper exploration of its technical
complexities. Future work will delve into detailed studies of specific algorithms, expanding on their
implementation and practical relevance.
1 INTRODUCTION
Games are widely recognized as popular benchmarks
for Artificial Intelligence (AI) with known tasks and
defined rules (Schaeffer, 2001). Multiple cutting-
edge techniques could be applied to combat tasks and
finally reach the human-level performance. By
human-computer gaming, a wide range of key AI
technologies are tested and examined through
decades, which have made contribution to the
prosperity of AI applications in many industries.
Originating from 1950 when Alan Turing
proposed the first method to verify the capability of
machines (Turing, 2009), constantly evolving AI
algorithms attempted to mimic humans to challenge
many later games as different as Chess, Go, first
person shooting games (FPS), Real-Time Strategy
(RTS) games and Multiplayer Online Battle Arena
(MOBA) games. These electronic games can to some
extent reduce the cost of physical devices in task
simulations and generally provide simulation
environments with controllable complexity (Buro,
2004). Under the influence of mutiple factors, thesis
a
https://orcid.org/0009-0008-1332-393X
have observed technology exhibit remarkable
performance. AlphaGo Zero, for instance (Silver
et.al, 2017), employing deep learning, self-play, and
Monte Carlo Tree Search (MCTS), beated several
professional go players and demonstrated effective
tactics for large state perfect information games.
Moreover, Texas Hold'em (Moravčík et.al, 2017),
Starcraft (Vinyals et.al, 2019), Dota 2 (Berner et.al,
2019), HoK and many other games are considered
representatives of AI creating milestones in various
types of games (Ye et.al, 2020). Besides, attempts
that prevent solutions becoming overly focused on a
particular kind of game, such as Arcade Learning
Environment (ALE), developed by Bellamare et. al.
(Bellemare and et.al, 2013), weakens the rule
specificity caused by the differences in rules between
different games, thus providing AI with the challenge
of more generalized ability requirements.
This study focuses on organizing and
summarizing the relevant concepts and backgrounds
of AI, in an attempt to propose a comprehensive
overview of Game AI. The paper delves into an
analysis of core technologies and their performances
Meng and Y.
Exploration of Game Artificial Intelligence: Key Technologies and Case Analysis.
DOI: 10.5220/0013517500004619
In Proceedings of the 2nd International Conference on Data Analysis and Machine Learning (DAML 2024), pages 349-353
ISBN: 978-989-758-754-2
Copyright © 2025 by Paper published under CC license (CC BY-NC-ND 4.0)
349
in the realm of Game AI. Following this, the study
evaluates the advantages and disadvantages of these
technologies, offering insights into their current
limitations and potential improvements. The paper
concludes by summarizing the conclusions of the
study and outlining potential directions for Game AI
development in the future.
2 METHODOLOGY
2.1 Game and Its Features That
Challenge the AI
Although different games have different features and
test different AI capabilities, there are some features
of game that are widely recognized as challenging for
AI. This article will introduce these features through
the example of the famous video game StarCraft.
StarCraft is an RTS game. In this game that can be
played against both computers and players, players
gather resources on the battlefield to form troops,
whose characteristics are determined by the race they
control. The victory condition of the game is to
destroy the opponent's core base. The popularity of
this project has given birth to highly developed
professional competitions in South Korea, with many
players competing in TV league (OGN, 2019).
StarCraft is a typical example of a game with
imperfect information, long time horizon, and
heterogeneous features.
Since in games with imperfect information,
players can only infer the complete information of
other players through limited information, the
algorithm needs to seek Nash equilibrium, and cannot
use Zermelo's theory for perfect information games to
find the optimal solution (Schwalbe and Walker,
2001). For instances in StarCraft, different players do
not share the same view of the map. The long-time
horizon refers to a game that can last for several
minutes or even more than an hour. This means that
in video games such as StarCraft, an AI system may
need to make thousands of decisions for thousands of
frames of a game.
The heterogeneous feature means that players
have different identities, and each identity has a
unique game mechanism. Although the rules of the
game are the same for all players, the different
identities of the players make each player's strategy
different. Take StarCraft as an example, players can
choose different races, and different races have
completely different hero features and special
development strategies.
2.2 Game AI Techniques
This article will introduce three widely used
techniques, namely Evolutionary Strategies (ES),
Reinforcement Learning (RL), and MCTS. First, this
article will focus on explaining the concepts of these
techniques and briefly introduce their algorithmic
mechanisms, then give their representative
applications in game AI and point out their
advantages and limitations. Figure 1 shows the basic
structure of this section of the article.
Figure 1: Basic structure of this section of the article
(Picture credit: Original).
2.2.1 Evolutionary Strategies
The evolutionary methods are inspired by natural
selection. It defines many populations. The
populations have chromosomes, which are usually a
string of codes that represent the characteristics of the
solution and the ability to adapt to the environment.
The code is diversified through a defined variation
operator, and the gene pool is used to limit the scope
of diversity, define the domain of the problem, and
limit the space of possible solutions. Then, selective
pressure is used to continuously optimize the fitness
of the population to the problem (usually represented
by a function). Figure 2 shows the structure of the
mechanism above.
Figure 2: The mechanism of evolutionary methods (Picture
credit: Original).
The ES is a highly favoured variant of
evolutionary algorithms. In the ES, the problem is
defined as finding a real n-dimensional vector x
associated with the extreme value of a function, F(x):
RnR. ES performs similarly to RL in some Atari
DAML 2024 - International Conference on Data Analysis and Machine Learning
350
games. The strategy of the Wargus game was
produced by Ponsen et al. using evolutionary
algorithms in 2005 (Ponsen et.al, 2005), but The
Evolutionary Methods have two limitations: Firstly,
the standard deviation of the constant in each
dimension (average step size) slows down the
convergence to the optimal value; Secondly, the
instability of point-to-point search may cause it to
stop at a local minimum.
2.2.2 RL
The principal components of RL are an agent, an
environment, a state, an action, and a reward. The
environment will change to a new state when the
agent acts, and it will then signal the new state with a
reward (either positive or negative). The Figure 3
briefly demonstrates the mechanism above.
Figure 3: The brief mechanism of RL (Picture credit:
Original).
Based on the new state and the reward provided
by the environment, the agent then executes fresh
actions in accordance with a specific strategy. The
interaction between the agent and the environment
through state, action, and reward is represented by the
above process, which could be viewed as a Markov
Decision Process (MDP). Within the field of machine
learning, RL stands apart from the more popular
supervised and unsupervised learning approaches. RL
specifically seeks to identify the best course of action
for continuous time series through interactive goal-
oriented learning. In comparison, unsupervised
learning is the process of identifying hidden patterns
in unlabelled data. It typically refers to algorithms
like clustering and dimensionality reduction, and
supervised learning is the process of learning rules
through labelled data, typically referring to regression
and classification problems.
Using a RL algorithm, AlphaZero was able to
master chess, go, and shogi. RL has also been shown
to be effective in tactical decision-making in some
RTS games. However, RL produces sample
inefficient problems because it needs a massive
amount of data for policy learning (Yu, 2018) and RL
is rarely used in strategic decision-making due to the
delayed reward problem.
2.2.3 MCTS
MCTS is often used in board games, since board
games are likely to be perfect information games such
as Go, Othello, chess, Texas Hold'em, etc. To put it
simply, a perfect information game is one in which
every player at any one time has perfect knowledge
of every action taken before. But knowing every
move does not imply that one can compute and
deduce every conceivable result. For instance, there
are more than 10
170
legitimate positions that can exist
in Go. In order to choose the most advantageous
course of action based on the best simulation results,
it simulates both its own and the opponent's conduct
in the game beforehand and store the results in the
tree. MCTS consists of four steps: selection,
expansion, simulation, and back propagation. In each
simulation, simulating the end of the round state
through rollout strategy, which mainly utilises a
concept of Upper Confidence Bound, requires first
using tree strategy to select paths in the search tree,
then expand a leaf node and using the final score to
update the state operation values on the path to
complete the simulation.
The field of computer Go made tremendous
progress from 2005 to 2015, as demonstrated by
AlphaGo, thanks in part to MCTS. MCTS can also be
combined with many other AI techniques to achieve
outstanding performance. A good example is
JueWu’s success in RTS games (Yin and et.al, 2023).
However, MCTS can hardly obtain the best practices
in some games with complex player behaviours, such
as Mahjong and DouDiZhu.
3 RESULT AND DISCUSSION
The ongoing confrontation between AI and human
players, or game scripts, is a significant driver for the
continuous evolution of AI, providing a crucial
foundation for research and applications beyond
gaming. The advancements in the gaming industry,
coupled with the evolution of game mechanics, have
Exploration of Game Artificial Intelligence: Key Technologies and Case Analysis
351
not only introduced new research tools for Game AI
but also sparked the development of innovative
algorithms. These developments have attracted
greater public attention, as seen with the societal
impact following AlphaGo’s success, which
catalysed a broader interest in AI research. As the
gaming industry evolves, more complex games
suitable for AI research continue to emerge, offering
AI increasingly challenging environments to
navigate. To keep up with the dynamic demands of
human players, many games have grown in
complexity, presenting new opportunities for AI to
demonstrate its potential. Different games, and even
distinct tasks within a single game, possess unique
characteristics that demand varied AI capabilities. For
instance, the strategic decision-making required in
StarCraft is vastly different from the tactical
responses necessary for other games, illustrating the
diverse demands placed on AI. Due to the transparent
nature of game rules, AI research benefits from a
controlled, low-cost, and easily testable environment,
where various algorithmic technologies can be
rigorously evaluated. These experimental settings
allow researchers to uncover both the strengths and
limitations of AI, generating valuable insights that
drive further technological advancements.
However, Game AI currently faces several
limitations. One of the primary challenges is
versatility; many AI algorithms are tailored to
specific tasks, and their performance suffers when
applied to different games or tasks. Although DRL
has become a widely-used paradigm in Game AI, it
does not guarantee success across all games.
Additionally, AI designed for human-computer
competition often struggles to align with the central
objective of most games, which is to enhance the
player’s experience. The economic feasibility of
implementing AI in the gaming industry remains a
hurdle, as high-level AI development is costly and
inaccessible to smaller research teams, despite the
decreasing technical barriers. Looking ahead, several
trends hold promise for the future of Game AI. These
include fostering competitions to promote the
development of more versatile AI, creating new
performance evaluation metrics, and applying AI
technologies to reduce game development costs. The
creation of low-resource AI and the development of
new, challenging games will also shape the future of
this field. These trends aim to address current
limitations, pushing the boundaries of what Game AI
can achieve while ensuring it remains accessible and
practical in real-world applications.
4 CONCLUSIONS
This article offers a comprehensive introduction to
the role of AI in human-machine confrontation,
particularly within the context of game AI. It begins
by discussing the unique features of games that pose
challenges for AI development and then introduces
the fundamental concepts, core principles, and
mechanisms behind representative AI technologies,
such as RL and decision-making algorithms. The
article examines these technologies in terms of their
applications, advantages, and drawbacks, providing a
well-rounded perspective on their current
capabilities. Furthermore, the limitations of existing
game AI systems are highlighted, including issues
related to versatility, cost-effectiveness, and
applicability in real-world scenarios. The article also
outlines potential future trends for the development of
game AI, such as the creation of more generalized AI
systems, improvements in performance evaluation
criteria, and the reduction of game development costs
through AI integration. By focusing on providing
beginners with a clear overview of the field, this
article attempts to enable them to quickly grasp core
concepts and motivate them to further learn. In future
work, this article will explore more specialized
literature, conduct targeted experiments, and provide
an in-depth analysis of the implementation details of
key technologies, aiming to contribute more
comprehensively to the advancement of game AI
research.
REFERENCES
Bellemare, M.G., Naddaf, Y., Veness, J., and Bowling, M.,
2013. The arcade learning environment: an evaluation
platform for general agents. Journal of Artificial
Intelligence Research, 47(1):253–279.
Berner, C., Brockman, G., Chan, B., Cheung, V., Debiak,
P., Dennison, C., Farhi, D., Fischer, Q., Hashme, S.,
Hesse, C., et al. 2019. Dota 2 with large scale deep
reinforcement learning. arXiv print:1912.06680.
Buro, M., 2004. Call for AI Research in RTS Games. In
Challenges in Game AI: Papers from the AAAI
Workshop, 139–142.
Moravčík, M., Schmid, M., Burch, N., Lisỳ, V., Morrill, D.,
Bard, N., Davis, T., Waugh, K., Johanson, M., Bowling,
M., 2017. Deepstack: Expert-level artificial intelligence
in heads-up no-limit poker. Science, 356, 508–513.
OGN, 2019. On gamenet StarLeague. Retrieved from:
https://www.chinaz.com/tags/hanguoxingjizhiyeliansai
.shtml
Ponsen, M., Muñoz-Avila, H., Spronck, P., and Aha, D.,
2005. Automatically Acquiring Domain Knowledge for
Adaptive Game AI Using Evolutionary Learning. In
DAML 2024 - International Conference on Data Analysis and Machine Learning
352
Proceedings, The Twentieth National Conference on
Artificial Intelligence and the Seventeenth Innovative
Applications of Artificial Intelligence Conference,
1535–1540.
Schaeffer, J., 2001. A Gamut of Games. AI Magazine,
22(3), 29–46.
Schwalbe, U., Walker, P., 2001. Zermelo and the early
history of game theory. Games Econ, 34, 123–137.
Silver, D., Schrittwieser, J., Simonyan, K., Antonoglou, I.,
Huang, A., Guez, A., Hubert, T., Baker, L., Lai, M.,
Bolton, M., Chen, Y.T., Lillicrap, T., Hui, F., Sifre, L.,
Van Dendriessche, G., Graepel, T., Hassabis, D., 2017.
Mastering the game of go without human knowledge.
Nature, 550(7676), 354–359.
Turing, A.M., 2009. Computing machinery and intelligence.
In Parsing the Turing Test; Springer: Berlin/Heidelberg,
Germany, 23–65.
Vinyals, O., Babuschkin, I., Chung, J., Mathieu, M.,
Jaderberg, M., Czarnecki, W.M., Dudzik, A., Huang, A.,
Georgiev, P., Powell, R., et al. 2019. Alphastar:
Mastering the real-time strategy game starcraft ii.
DeepMind Blog, 2.
Ye, D., Chen, G., Zhang, W., Chen, S., Yuan, B., Liu, B.,
Chen, J., Liu, Z., Qiu, F., Yu, H., et al. 2020. Towards
playing full moba games with deep reinforcement
learning. Adv. Neural Inf. Process. Syst, 33, 621–632.
Yin, Q.Y., Yang, J., Huang, K.Q., et al. 2023. AI in Human-
computer Gaming: Techniques, Challenges and
Opportunities. Mach. Intell. Res. 20, 299–317.
Yu, Y., 2018. Towards sample efficient reinforcement
learning. In Proceedings of the International Joint
Conference on Artificial Intelligence, 5739–5743.
Exploration of Game Artificial Intelligence: Key Technologies and Case Analysis
353