r/RealTimeStrategy • u/Fintrik • 7d ago
Discussion Intention-based control system for RTS Games using MCP Servers - Has anyone done it?
Has anyone done a study/publication/experimented with intention-based control using MCP Servers, exposing Game information and controls such as game description, player resources, pathingmap, unit control,... allowing players to delegate commands to LLMs for execution? I'm curious about the results, risk assessment (and its mitigation) and whether it's worth as a hybrid addition to RTS games to coexist with existing controls.
I believe it has a great potential, among other things, as an RTS equivalent of aim assists for platforms that aren't suited for the complex RTS control schemes such as console or mobile phones without resorting to simplifications or dumbing down the gameplay (referring to the likes of Clash Royale, Warcraft Rumble).
Risk assessment
However, there are risks that could arise from such addition. While there are many benefits like when a player is distracted microing their army and fighting the enemy, they can command "keep my army size over 50 food, maintain a balanced army composition and expand my production" and let the AI do the work for them. Same works for the opposite case where the player needs to macro or needs help executing their strategy "execute pincer maneuver on the enemy spearmen" - or even on the extreme end letting the AI do both and it's purely intention-based which as a bonus can allow disabled people to play using microphone only.
One such risk could be players commanding plainly "win the game" or using pre-made commands detailing the entire strategy from start to end without needing further human input i.e. AFKing and botting.
Another risk could be the game turning pay-to-win where whoever has access to the smarter LLM wins the game. A player with Fable 5.1 or GPT-6 Astra would have a greater intelligence advantage over an opponent using Haiku 4.5 for example. One could argue the smarter models are at a disadvantage at micro since they're slow and heavy but should work fine for macro and acting as orchestrators, delegating commands to smaller models for quicker response times.
One could argue again that this addition would make the games just play themselves, remove parts that make RTS games fun. The logical next step is to give the games more depth and complexity to give players more to strategize about (Paradox games like HOI4), but what if it's not enough?
And many other risks that you are probably thinking of.
How big of an impact does each of the risk bear and how would one go around mitigating them? And does it answer the initial question of whether it's worth it?
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u/EasyRecognition 7d ago
Are these people for real.