Abstract
Nowadays, video-games have reached unprecedented bounds in terms of quality, realism, immersion and gameplay. A deciding factor in this conjecture has been the implementation of more intricate, intelligent behaviour on enemies and allies Non-Playable Characters(NPCs), in order to provide superior wit and challenge to human players. Our task is to apply squad intelligent behaviour in order to maximize the efficiency of Micromanaging units in a Real-Time Strategy (RTS) game. After describing Micromanaging and RTS games, using Starcraft as our main reference, attempts made in the 2010 AIIDE Starcraft competition was analysed, putting them against each other and a human player, to identify possible faults. Afterwards, research was made focusing on AI Squad intelligence techniques not only found in RTS games, but also other genres that feature such mechanics like First-Person Shooters, to find possible ways of addressing the problem and compile them into a Starcraft artificial player architecture with the objective of competing against human players and other micromanagement artificial players. The developed artificial player proved to be a challenge against casual and seasoned players alike, and had a solid performance against another selected artificial player.