Neither AI agents nor scripted bots are universally better for strategy games. Scripted bots are usually the better fit when designers need predictable, inspectable behavior and tight control over difficulty. Learned agents are worth considering when adapting to unfamiliar situations or discovering strategies is a central goal—and the team can support training and careful evaluation. For many projects, a hybrid is a practical option.
What’s the difference?
Scripted bots follow designed rules
A scripted bot acts according to behavior its creators specify. Designers can deliberately define tactics, priorities, and responses, making this approach useful when the opponent must behave in a legible and controllable way. The trade-off is that the bot’s behavior depends on the rules and cases the team has provided; it does not acquire a new policy through training.
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Learned agents acquire policies through training
A learned agent develops its behavior from training, which can include reinforcement learning and self-play. This can produce strategies that designers did not explicitly write. But learning does not automatically make an agent more capable, fair, or suitable for a game: those outcomes depend on the environment, training process, and how the result is evaluated.
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Which approach fits your game?
| Design need | Scripted bot | Learned agent |
|---|---|---|
| Specified, legible behavior | Good fit when designers need direct control over what the opponent does. | Behavior is acquired through training, so it may be less straightforward to specify in advance. |
| Adaptation to unfamiliar states or strategies | Depends on the cases and rules the team has written. | Potentially useful when adaptation is a core requirement; generalization must be tested. |
| Difficulty tuning and inspection | Rules offer a direct way to shape behavior and challenge. | Requires evaluation and tuning of a trained policy; the evidence here does not establish a common cost or quality advantage. |
| Strategic variety | Designers can author distinct behaviors, but must implement them. | Training may produce strategies designers did not hand-code; variety is not guaranteed. |
| Development workflow | Can be useful as a baseline or while learning a game’s bot interface. | Needs an appropriate training setup and evaluation process. |
This is a decision aid, not a standardized ranking. The published examples do not provide a common cross-game benchmark for cost, strength, or fairness. A useful generalization question is whether an agent can handle strategic environments it has not seen before, as framed by the GENSTRAT benchmark: GENSTRAT.
#1 Best Overall
- EXPLORE THE ISLAND OF CATAN: Settle the uninhabited island of Catan by gathering resources, building infrastructure, and nurturing trade relationships.
- STRATEGY AND COMPETITION: Compete with 2-3 opponents to expand your settlements and cities while managing resources and avoiding the robber.
- TRADE, BUILD, AND SETTLE: Use brick, wood, wheat, ore, and sheep to construct roads, settlements, and cities in your race to 10 victory points.
- REPLAYABLE AND ENGAGING: With a modular hexagonal board, no two games are the same, offering endless strategic opportunities and replayability.
- FOR FAMILIES AND STRATEGY ENTHUSIASTS: Designed for 3-4 players, ages 10 and up, CATAN 6th Edition is perfect for family game nights and friendly competition. Add the CATAN 5-6 Player Extension (sold separately) to expand your game to 5-6 players.
What published strategy-game examples show
Dota 2: scripted baseline and learned system
OpenAI described building a scripted Dota 2 bot as a baseline and to understand the bot API while developing its learned system. OpenAI Five trained through self-play; OpenAI said 80% of its games were played against itself and 20% against past selves. That split describes this project’s training mix, not a general recipe for other games. In 2019, OpenAI reported that OpenAI Five beat world champion team OG in two back-to-back games. These are results from a particular project and competitive setting, not proof that learned agents are always better. OpenAI Five; OpenAI’s report on the OG games.
StarCraft II: learned and hard-coded agents both succeeded in a defined setup
The TStarBots paper compared a deep reinforcement-learning agent with a hard-coded hierarchical rules agent. Both beat built-in AI levels in a specified Zerg-versus-Zerg game on Abyssal Reef. The setup included high built-in levels with unfair advantages, so the result should be read within those conditions—not as a universal contest between learning and rules. TStarBots paper.
Rank #2
- Stratego is the strategic game where you challenge your opponents in the heat of battle
- Your task is to capture your opponent’s flag while defending your own
- Lead your men into battle, every move is crucial
- Includes 2 x 40 pre-printed playing pieces, Game board, Screen and 2 sorting trays for the pieces
- Suitable for 2 players, aged 8+
AlphaStar: a major learned-agent result, not a universal forecast
DeepMind reported that AlphaStar reached Grandmaster level in the full game of StarCraft II without modifying the game. The project combined imitation learning, reinforcement learning, and league training. It demonstrates what a heavily developed learned system achieved in that setting; it does not establish what a typical game team can expect, or settle whether a scripted bot would better meet a different game’s design goals. DeepMind’s AlphaStar account.
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A strong opponent is only one possible goal. Before choosing an approach, decide what the bot must do for players and for the team building the game.
Rank #3
- EXCITING TRAIN ADVENTURE: Embark on a journey across early 20th century North America, collecting train cards and claiming routes to expand your network and connect cities.
- EASY TO LEARN, HARD TO MASTER: With simple rules and engaging gameplay, Ticket to Ride is perfect for both new and experienced players, making it a great choice for family game nights.
- BEAUTIFUL GAME COMPONENTS: Features a giant map of the North American train network, accompanied by miniature trains for each player, enhancing the visual appeal and immersive experience.
- MULTIPLE WAYS TO WIN: Strategically collect color sets of train cards, complete your tickets, and build the longest routes to secure victory, offering endless replayability.
- FUN FOR ALL AGES: Whether you're playing with family or friends, Ticket to Ride offers hours of fun, making it an ideal choice for casual and competitive gamers alike.
- Control: Must designers reliably produce specific behaviors, recognizable archetypes, or a carefully paced challenge?
- Adaptation: Must the opponent respond to unfamiliar states, strategies, or players, or will a designed set of responses meet the need?
- Production effort: Can the team support the implementation, training, and evaluation the chosen approach needs? Available evidence does not establish a universal cost comparison.
- Debugging and tuning: How important is it to inspect why the bot made a particular decision and make a targeted change?
- Fairness: Does the bot use the same information and action opportunities available to human players? Evaluate this directly rather than assuming either method is fair by default.
- Variety: Does the experience need many distinct strategies, and can the team create and maintain them?
These are design questions, not a published scorecard. Microsoft Research’s interview study spoke with 17 game-agent creators from AAA studios, indie studios, and industrial research labs about workflows and challenges. It supports treating production workflow as part of the decision, but it is not a quantified comparison of bot quality. Microsoft Research’s study of commercial game-agent workflows.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.A practical way to choose
- Define the player experience. Specify the behaviors, challenge, and degree of adaptation the game actually needs.
- Start with the simplest approach that meets it. Favor scripted rules when specific, legible behavior and controllable difficulty are central. Consider learning when adaptation or strategic variety is essential and the team can train and evaluate an agent.
- Test against the same standards. Compare candidates on the same game objectives, information limits, and opponent pool. Check both playing results and whether the behavior is understandable and fair for the intended experience.
- Combine methods if the requirements differ by decision. Rules can enforce clear constraints while a learned policy handles choices that benefit from adaptation. OpenAI’s scripted Dota 2 baseline illustrates that the two approaches can serve complementary roles in one project.
What the evidence cannot settle
The published cases concern particular projects and game settings. They do not establish a universal winner across real-time strategy, turn-based strategy, and grand strategy, nor do they settle comparative development cost, player enjoyment, or fairness. Treat headline competitive results as evidence of what those systems achieved in their stated contexts—not as a substitute for testing the behavior your game needs.
Quick Recap
Rank #4
- CLASSIC TILE PLACEMENT: Draw and place landscape tiles to build cities, roads, fields, and monasteries, then deploy meeples as knights, farmers, and monks to claim features and score points.
- STRATEGY FOR ADULTS AND FAMILIES: Carcassonne pairs intuitive rules with meaningful decisions, making it accessible for ages 7+ while still engaging experienced adult board gamers.
- REPLAYABLE MEDIEVAL ADVENTURE: Randomized tile draws create a different landscape every game, bringing fresh puzzles and competitive fun to family game night and casual group play.
- TWO TO FIVE PLAYERS: Built for 2-5 players with an average 35-minute playtime, Carcassonne fits weeknight sessions at home, family gatherings on vacation, and adult board game evenings.
- INCLUDES MINI-EXPANSIONS: The base game comes with The Abbot and The River mini-expansions in the box, adding variety to the classic Carcassonne board game experience from the start.
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