A Game Design Document for an idea I had.

Autonomous Strategy Research Game (Working Title)

A Game Design Document (Draft 0.1)


1. Overview

This project is a hybrid between a video game and a research simulator.
The core goal: enable autonomous AI agents to compete with one another using different strategies, doctrines, and AI paradigms, under limited compute budgets.

Unlike traditional RTS/MOBA titles, this game emphasizes:

  • Long-form strategic interactions condensed into short simulations (seconds–minutes per match).
  • Multiple viable strategies (e.g., swarm, attrition, economy control).
  • Comparative analysis of AI decision-making approaches.

2. Core Pillars

  1. Autonomy: AI players control everything — scouting, resource collection, combat, and mission execution.
  2. Strategic Diversity: Different doctrines (swarm rush, attrition, economy, hybrid) must be viable.
  3. Compute as a Resource: Players must budget AI complexity vs. raw unit count.
  4. Research-Oriented: Outputs are structured to allow analysis of AI behavior and strategy.

3. Game Structure

  • Ticks: Game proceeds in discrete time units (“ticks”).
  • Duration: ~5000 ticks per match (1–2 minutes real-time simulation).
  • Win Conditions: Based on missions/objectives, not just annihilation.
  • Asymmetry: AI paradigms may differ per player (NNs, FSMs, symbolic AI, hybrids).

4. Core Gameplay Loop

  1. Setup Phase
    • Player (human designer) configures units, towers, and AI controllers.
    • System enforces compute budget cap.
  2. Simulation Phase
    • Each tick, active AI controllers process game state and issue orders.
    • Resource collection, unit production, and combat resolved automatically.
    • Fodder units follow orders with minimal compute overhead.
  3. Resolution
    • Match concludes after 5000 ticks or objective completion.
    • Results recorded for analysis (win/loss, efficiency, resource usage, strategy path).

5. Compute Budget System

Each player has a fixed compute budget (e.g., 100 points).
They must “buy” AI control power for towers, squads, and special units.

Example Costs

| AI Type | Cost (per instance) | |—————————|———————| | Neural Net (small) | 10 pts | | Neural Net (medium) | 20 pts | | Neural Net (large) | 30 pts | | Symbolic AI | 8 pts | | FSM / Rule-based AI | 3 pts | | Squad Controller (shared) | 12 pts | | Hero Unit (w/ NN) | 15–25 pts | | Dumb Fodder (no brain) | 0 pts |

Example Builds

  • Swarm (Zerg-like): Many fodder units controlled by few squad brains.
  • Attrition (Turtle-like): Heavy defenses, fewer but smarter units.
  • Hybrid: Balanced squads, economy control, selective heroes.

6. Units & Structures

  • Fodder Units: Cheap, controlled by squad AI, no individual brains.
  • Squads: Groups of units sharing one AI brain (saves compute).
  • Hero Units: Expensive, individually controlled by powerful AI.
  • Towers: Defenses or production facilities, can host symbolic/FSM/NN controllers.

7. AI Controllers

Abstracted interface allowing different model types:

  • Neural Networks (NNs) — adaptable but costly.
  • Finite State Machines (FSMs) — simple and efficient.
  • Symbolic AI / Rule-based — interpretable strategies.
  • Hybrid Controllers — mixing methods within a player’s build.

8. Match Flow (5000 Ticks Example)

  • 0–500 ticks: Scouting & early economy.
  • 500–1500 ticks: Initial skirmishes, resource claims.
  • 1500–3000 ticks: Midgame — tech upgrades, squad maneuvers.
  • 3000–4500 ticks: Attrition battles, positioning, harassment.
  • 4500–5000 ticks: Endgame pushes, win conditions resolved.

9. Research Applications

  • Strategy Evaluation: Measure effectiveness of doctrines under constraints.
  • AI Comparisons: Test symbolic vs. neural vs. hybrid approaches.
  • Autonomous Warfare Modeling: Explore multi-objective missions and resource tradeoffs.
  • Data Output: Structured logs for replay, analysis, and training datasets.

10. Future Development Goals

  • Full design of unit cell system (custom modular unit design).
  • Expand objectives beyond annihilation (territory, escort, resource denial).
  • Integrate visualization layer for human spectators.
  • Allow evolutionary or reinforcement learning meta-strategies.
  • Multi-simulation tournaments for statistical evaluation.



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