Essays about: "rts games"
Showing result 1 - 5 of 21 essays containing the words rts games.
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1. Rules of Thumb for VR RTS games
University essay from Göteborgs universitet/Institutionen för data- och informationsteknikAbstract : Creating good user interfaces in VR can be a challenge especially when trying to make strategy games in VR. The reason is that strategy games tend to have a lot of GUI (Graphical User Interface) on the screen during gameplay. READ MORE
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2. AI and real-time Strategy Games
University essay from Stockholms universitet/Institutionen för data- och systemvetenskapAbstract : 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
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3. The reasons that contributed to the different success stories of space RTS games Homeworld and O.R.B.
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Sometimes games that belong to the same genre achieve different levels of success among the playerbase of the genre. As an example, of two space RTS games Homeworld (released in 1999) and O.R.B. READ MORE
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4. 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 informationsteknikAbstract : 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
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5. Combining Influence Maps and Potential Fields for AI Pathfinding
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : 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