Essays about: "RTS game AI"

Showing result 1 - 5 of 10 essays containing the words RTS game AI.

  1. 1. AI and real-time Strategy Games

    University essay from Stockholms universitet/Institutionen för data- och systemvetenskap

    Author : Juan Pablo Botello Deras; [2023]
    Keywords : ;

    Abstract : As artificial intelligence continues to progress, applications hope to have AI perform tasks as good, if not better, than a human. A good way to test theoretical applications is through games, simple to complex. READ MORE

  2. 2. Clustering and Classification of Time Series in Real-Time Strategy Games - A machine learning approach for mapping StarCraft II games to clusters of game state time series while limited by fog of war

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Olof Enström; Fredrik Hagström; John Segerstedt; Fredrik Viberg; Arvid Wartenberg; David Weber Fors; [2020-10-29]
    Keywords : Classification problem; Cluster analysis; Hierarchical clustering; Machine learning; Neural network; Random forest; Real-time strategy; StarCraft II; Time series;

    Abstract : Real-time strategy (RTS) games feature vast action spaces and incomplete information, thus requiring lengthy training times for AI-agents to master them at the level of a human expert. Based on the inherent complexity and the strategical interplay between the players of an RTS game, it is hypothesized that data sets of played games exhibit clustering properties as a result of the actions made by the players. READ MORE

  3. 3. Combining Influence Maps and Potential Fields for AI Pathfinding

    University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Author : Filip Pentikäinen; Albin Sahlbom; [2019]
    Keywords : Pathfinding; Real-time performance; Influence map; Potential field; GPGPU; Pathfinding; Realtidsprestanda; Influence map; Potential field; GPGPU;

    Abstract : This thesis explores the combination of influence maps and potential fields in two novel pathfinding algorithms, IM+PF and IM/PF, that allows AI agents to intelligently navigate an environment. The novel algorithms are compared to two established pathfinding algorithms, A* and A*+PF, in the real-time strategy (RTS) game StarCraft 2. READ MORE

  4. 4. Reifying Game Design Patterns : A Quantitative Study of Real Time Strategy Games

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Jens Berg; Tony Högye; [2017]
    Keywords : Game Design Patterns; Game Design; Real Time Strategy; RTS; AI; Level Design;

    Abstract : Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. READ MORE

  5. 5. A Communicating and Controllable Teammate Bot for RTS Games

    University essay from Blekinge Tekniska Högskola/Sektionen för datavetenskap och kommunikation

    Author : Matteus Magnusson; Suresh Balsasubramaniyan; [2012]
    Keywords : AI; RTS; StarCraft; communication;

    Abstract : Communication in team games between human player is important, but has been disregarded in teammate bots for Real-Time Strategy (RTS) games. Control over the team-mate bots have existed for a while in other genres than RTS and if implemented correctly it adds another dimension to the game. READ MORE