Computer Generated Forces (CGF) are used as units or people in military training and simulation. The use of CGF signi cantly reduces the time and money required for effective training. Real Time Strategy (RTS) games place players in control of a large force whose goal is to defeat the opponent. The military setting of RTS games makes them an excellent platform for the development and testing of CGF. While signiffcant research has been done into RTS agent development, most of the developed agents are only able to exhibit good tactical behavior. By analyzing prior games played by an opposing agent, an RTS agent could determine the opponent's strengths and weaknesses and develop a strategy which neutralizes the strengths and capitalizes on the weaknesses.
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