Abstract:
© Springer International Publishing AG 2017. Game AI is a well-established area of research. Classic strategy board games such as Chess and Go have been the subject of AI research for several decades, and more recently modern computer games have come to be seen as a valuable test-bed for AI methods and technologies. Modern board games, in particular those known as German-Style Board Games or Eurogames, are an interesting mid-point between these fields in terms of domain complexity, but AI research in this area is more sparse. This paper discusses the design, development and performance of a game-playing agent, called SCOUT that uses the Case-Based Reasoning methodology as a means to reason and make decisions about game states in the Eurogame Race for the Galaxy. The purpose of this research is to explore the possibilities and limitations of Case-Based Reasoning within the domain of Race for the Galaxy and Eurogames in general.