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
- Autonomy: AI players control everything — scouting, resource collection, combat, and mission execution.
- Strategic Diversity: Different doctrines (swarm rush, attrition, economy, hybrid) must be viable.
- Compute as a Resource: Players must budget AI complexity vs. raw unit count.
- 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
- Setup Phase
- Player (human designer) configures units, towers, and AI controllers.
- System enforces compute budget cap.
- 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.
- 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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