Essays about: "Real time strategy games."

Showing result 1 - 5 of 28 essays containing the words Real time strategy games..

  1. 1. Fair Partitioning of Procedurally Generated Game Maps for Grand Strategy Games

    University essay from Umeå universitet/Institutionen för datavetenskap

    Author : Jens Ottander; [2022]
    Keywords : Procedural map generation; Constrained optimization; Categorical optimization; Multiobjective optimization; Genetic algorithms; NSGA-III; MOEA D-IEpsilon; Grand Strategy Games; Partitioning; Multiplayer Games;

    Abstract : Due to the high cost of manual content creation within the game development industry, methods for procedural generation of content such as game maps and levels have emerged. However, methods for generating game maps have remained relatively unexplored in competitive multiplayer contexts. READ MORE

  2. 2. Recruit – an Adaptable Recruitment Platform

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Amanda Heynes; Ina Rickman; [2021]
    Keywords : Amazon Web Services; API; Microservices; Game; Recruitment.; Amazon Web Services; API; Mikrotjänster; Spel; Rekrytering.;

    Abstract : The rapid growth of the tech industry has led to a deficiency of qualified developers. Employing developers with adequate skills requires accurate assessments of the candidates. Today, an abundance of tools exists that companies can use in their recruitment processes. READ MORE

  3. 3. 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

  4. 4. Monto Carlo Tree Search in Real Time Strategy Games with Applications to Starcraft 2

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Aron Granberg Orrevall; [2019]
    Keywords : ;

    Abstract : This thesis presents an architecture for an agent that can play the real-time strategy game Starcraft 2 (SC2) by applying Monte Carlo Tree Search (MCTS) together with genetic algorithms and machine learning methods. Together with the MCTS search, a light-weight and accurate combat simulator for SC2 as well as a build order optimizer are presented as independent modules. READ MORE

  5. 5. 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