Essays about: "rts-game."

Showing result 1 - 5 of 8 essays containing the word rts-game..

  1. 1. 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

  2. 2. 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

  3. 3. 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

  4. 4. Implementation of Asymmetric Potential Fields in Real Time Strategy Game

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

    Author : Muhammad Mansur-Ul-Islam; Muhammad Sajjad; [2011]
    Keywords : Potential fields; asymmetric potential fields; Real time strategy games.;

    Abstract : In eighties, the idea of using potential fields was first introduced in the field of the robotics. The purpose of using potential fields was to achieve the natural movement in robotics. Many researchers proceeded this idea to enhance their research. READ MORE

  5. 5. Pathfinding with Hard Constraints : Mobile Systems and Real Time Strategy Games Combined

    University essay from Blekinge Tekniska Högskola/Avdelningen för för interaktion och systemdesign

    Author : Samuel Erdtman; Johan Fylling; [2008]
    Keywords : Pathfinding; Nintendo DS; RTS-game.;

    Abstract : There is an abundance of pathfinding solutions, but are any of those solutions suitable for usage in a real time strategy (RTS) game designed for mobile systems with limited processing and storage capabilities (such as the Nintendo DS, PSP, cellular phones, etc.)? The RTS domain puts great requirements on the pathfinding mechanics used in the game; in the form of de- mands on responsiveness and path optimality. READ MORE