Essays about: "real time strategy rts games"

Showing result 1 - 5 of 18 essays containing the words real time strategy rts games.

  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. Does Damage Have a Value : An Analysis of the Economy in StarCraft II: Heart of the Swarm

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Axel Räntilä; [2015]
    Keywords : Real-time strategy; game design; economics in games; computer games; game balance; Realtidsstrategi; speldesign; ekonomi i spel; datorspel; spelbalans;

    Abstract : This study aims to see if it is feasible, for the purpose of studying game balance, to put a concrete value on damage and other abilities in Real-Time Strategy (RTS) games. The main metric that was used for this analysis was the cost per DPS (Damage Per Second) for units in a RTS game. READ MORE