  Basically, in (one-player) war Real Time Strategy (wRTS) games a human player
controls, in real time, an army consisting of a number of soldiers and her aim
is to destroy the opponent's assets where the opponent is a virtual (i.e.,
non-human player controlled) player that usually consists of a pre-programmed
decision-making script. These scripts have usually associated some well-known
problems (e.g., predictability, non-rationality, repetitive behaviors, and
sensation of artificial stupidity among others). This paper describes a method
for the automatic generation of virtual players that adapt to the player
skills; this is done by building initially a model of the player behavior in
real time during the game, and further evolving the virtual player via this
model in-between two games. The paper also shows preliminary results obtained
on a one player wRTS game constructed specifically for experimentation.
