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Path-Planning for RTS Games Based on Potential Fields [chapter]

Renato Silveira, Leonardo Fischer, José Antônio Salini Ferreira, Edson Prestes, Luciana Nedel
2010 Lecture Notes in Computer Science  
Our approach is based on a BVP Path Planner that generates potential fields through a differential equation whose gradient descent represents navigation routes.  ...  Many games, in particular RTS games, are populated by synthetic humanoid actors that act as autonomous agents.  ...  to deal with the BVP Path Planner in GPU; (vi ) a RTS game implementation using our technique.  ... 
doi:10.1007/978-3-642-16958-8_38 fatcat:ikyrdaa3fvhl7j5h5ben2gjrne

New Fuzzy Integral for the Unit Maneuver in RTS Game [chapter]

Peter Hiu Fung Ng, YingJie Li, Simon Chi Keung Shiu
2013 Lecture Notes in Computer Science  
Following several other researchers, our approach is based on the technique of potential field to provide an efficient path searching in dynamic environment.  ...  Diversion and flank attack can be planned in potential field dynamically. We implement and present our techniques on real RTS game platform. The result is promising in this complex environment.  ...  Conclusion In this paper, we have developed an adversarial real time planning model for unit maneuver in RTS game. We have extended the normal additive properties to nonlinear for potential field.  ... 
doi:10.1007/978-3-642-45062-4_35 fatcat:ecmygznetnfjfmyfcupleqvcba

RTS AI Problems and Techniques [chapter]

Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss
2015 Encyclopedia of Computer Graphics and Games  
Definition Real-Time Strategy (RTS) games is a sub-genre of strategy games where players need to build an economy (gathering resources and building a base) and military power (training units and researching  ...  Artificial Intelligence problems related to RTS games deal with the behavior of an artificial player.  ...  We also include work on path-finding as part of reactive control. Potential fields Potential fields and influence maps have been found to be useful techniques for reactive decision making.  ... 
doi:10.1007/978-3-319-08234-9_17-1 fatcat:6w2ysoduwfa5pa4qs4cjzpa3si

An Obstacle Avoidance Method of Soccer Robot Based on Evolutionary Artificial Potential Field

Qiushi Zhang, Dandan Chen, Ting Chen
2012 Energy Procedia  
In this method, used the grid method to describe the information of obstacles environment, utilized the evolutionary artificial potential field method to optimize obstacle avoidance path.  ...  In order to solve the problems that local minimum, path planning in obstacles, and optimizing global obstacle avoidance path, the paper proposed a new obstacle avoidance method.  ...  Then the potential field is the local path planning method, lack in ability of planning longer path or planning path in multi-obstacle environment.  ... 
doi:10.1016/j.egypro.2012.01.276 fatcat:y6vci2v54jb7nmkioaobewpyse

A Scouting Strategy for Real-Time Strategy Games

Chen Si, Yusuf Pisan, Chek Tien Tan
2014 Proceedings of the 2014 Conference on Interactive Entertainment - IE2014  
Real-time strategy (RTS) is a sub-genre of strategy video games. RTS games are more realistic with dynamic and time-constraint game playing, by abandoning the turn-based rule of its ancestors.  ...  Thus, we develop a scouting mechanism for RTS game-playing agents, in order to enable game units to explore game environments automatically in a realistic fashion.  ...  To summarize, the Hierarchical Frontier Based Strategy we presented performs better than others for scouting in RTS game environments based on the five different criterions we have discussed.  ... 
doi:10.1145/2677758.2677772 dblp:conf/ie/SiPT14 fatcat:dpi7fpoft5dplnthyjmmqhng5a

Real-Time Strategy Game Competitions

Michael Buro, David Churchill
2012 The AI Magazine  
In recent years, real-time strategy (RTS) games have gained attention in the AI research community for their multitude of challenging and relevant real-time decision problems that have to be solved in  ...  In this article we motivate research in this area, give an overview of past RTS game AI competitions, and discuss future directions.  ...  There were 4-5 game categories focusing on important subtasks -such as resource gathering (which is an exercise in multiagent path finding) and small-scale combat -and a full-featured RTS game including  ... 
doi:10.1609/aimag.v33i3.2419 fatcat:vwh5k3upmvdinmqubnkj5yd3yi

Potential-field based navigation in StarCraft

Johan Hagelback
2012 2012 IEEE Conference on Computational Intelligence and Games (CIG)  
In this paper we show how a bot for StarCraft uses a combination of A* and potential fields to better handle the dynamic aspects of the game.  ...  Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war setting. RTS games provide a rich challenge for both human-and computer players (bots).  ...  In a series of papers Hagelbäck and Johansson have described the use of Potential Fields for navigation in the opensource RTS game ORTS.  ... 
doi:10.1109/cig.2012.6374181 dblp:conf/cig/Hagelback12 fatcat:nzjulcjz3veejok5bqglm4t4xm

Towards Believable Resource Gathering Behaviours in Real-time Strategy Games with a Memetic Ant Colony System

Xianshun Chen, Yew Soon Ong, Liang Feng, Meng Hiot Lim, Caishun Chen, Choon Sing Ho
2013 Procedia Computer Science  
In this paper, the resource gathering problem in real-time strategy (RTS) games, is modeled as a path-finding problem where game agents responsible for gathering resources, also known as harvesters, are  ...  This paper proposed the conceptual modeling of a memetic ant colony system (MACS) for believable resource gathering in RTS games.  ...  An alternative approach is based on swarm intelligence and the flow-field techniques.  ... 
doi:10.1016/j.procs.2013.10.037 fatcat:obbz3lbhozctreg2ud2bugdava

A Review of Real-Time Strategy Game AI

Glen Robertson, Ian Watson
2014 The AI Magazine  
This literature review covers AI techniques used for real-time strategy video games, focusing specifically on StarCraft.  ...  It finds the industry adoption of academic research is low because it is either in- applicable or too time-consuming and risky to implement in a new game, which highlights an area for potential investi  ...  The bulk of spatial reasoning research in StarCraft and other RTS games is based on Potential Fields (PFs), and to a lesser extent, influence maps.  ... 
doi:10.1609/aimag.v35i4.2478 fatcat:xw7tp4vqvndyle32cyftenp67a

AM-RRT*: Informed Sampling-based Planning with Assisting Metric [article]

Daniel Armstrong, André Jonasson
2021 arXiv   pre-print
In this paper, we present a new algorithm that extends RRT* and RT-RRT* for online path planning in complex, dynamic environments.  ...  Sampling-based approaches often perform poorly in environments with narrow passages, a feature common to many indoor applications of mobile robots as well as computer games.  ...  Algorithms involving potential fields [4] are also occasionally used for dynamic planning but are liable to become trapped in local minima.  ... 
arXiv:2010.14693v2 fatcat:5yszb7gdrbdj3iphqr4bm6n5hy

Multi-objective evolution for 3D RTS Micro [article]

Sushil J. Louis, Siming Liu
2018 arXiv   pre-print
In this paper we investigate using influence maps and potential fields alone to compactly represent and control real-time team behavior for entities that can maneuver in three dimensions.  ...  Preliminary results indicate that evolving friend and enemy unit potential field parameters for distance, weapon characteristics, and entity health suffice to produce complex, high performing, three-dimensional  ...  Preuss et al. introduced an influence map based path finding algorithm for group movement in the RTS game Glest [26] , [27] .  ... 
arXiv:1803.02943v1 fatcat:dzyfvpn4ufcvri75m77nj7pwje

Artificial Intelligence for Computer Games

Abdennour El Rhalibi, Kok Wai Wong, Marc Price
2009 International Journal of Computer Games Technology  
In this paper, the authors focused on the design of moving target search (MTS) algorithms for computer generated bots.  ...  In commercial games, such as action games, role-playing games, and strategy games, the behaviour of the NPC is usually implemented as a variation of simple rule-based systems.  ...  The fifth paper presents "A multiagent potential fields based bot for real-time strategy games" authored by Johan Hagelback et al. The paper discusses bots for real-time strategy (RTS).  ... 
doi:10.1155/2009/251652 fatcat:itddlsentvbr5eld52mcxt6qsi

A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft

Santiago Ontanon, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss
2013 IEEE Transactions on Computational Intelligence and AI in Games  
This paper presents an overview of the existing work on AI for real-time strategy (RTS) games.  ...  Specifically, we focus on the work around the game StarCraft, which has emerged in the past few years as the unified test-bed for this research.  ...  Potential fields have also been combined with A* path-finding to avoid local traps [43] .  ... 
doi:10.1109/tciaig.2013.2286295 fatcat:ddhqamye2jbbpctmjowbrnba5y

Potential flows for controlling scout units in StarCraft

Kien Quang Nguyen, Zhe Wang, Ruck Thawonmas
2013 2013 IEEE Conference on Computational Inteligence in Games (CIG)  
Real-Time Strategy (RTS) games typically take place in a war-like setting and are accompanied with complicated game play.  ...  In a typical RTS game, such as StarCraft, WarCraft, or Age of Empires, knowing what the opponent is doing is a great advantage and sometimes an important key to win the game.  ...  INTRODUCTION Potential fields are often used for finding a path while avoiding obstacles. One of its first applications is robot navigation.  ... 
doi:10.1109/cig.2013.6633662 dblp:conf/cig/NguyenWT13 fatcat:lhfef2pm6bfk7dsh27kci4byau

Efficient Local Path Planning Algorithm Using Artificial Potential Field Supported by Augmented Reality

Rafal Szczepanski, Artur Bereit, Tomasz Tarczewski
2021 Energies  
The Artificial Potential Field algorithm, which is a local path planning algorithm, has been previously modified to obtain higher smoothness of path, to solve the stagnation problem and to jump off the  ...  Most of the modifications of Artificial Potential Field algorithms focus on a mechanism to jump off a local minimum when robots stagnate.  ...  Artificial Potential Fields algorithm One of the most well-known local path planning algorithms for mobile robots is Artificial Potential Fields (APF).  ... 
doi:10.3390/en14206642 fatcat:gt65xutmyzbb3lm5hn54vzkq5y
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