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. The main focus of the thesis is to evaluate the pathfinding capabilities and real-time performance of the novel algorithms in comparison to the established pathfinding algorithms. Based on the results of the evaluation, general use cases of the novel algorithms are presented, as well as an assessment if the novel algorithms can be used in modern games. The novel algorithms’ pathfinding capabilities, as well as p...
Movement of groups in realtime strategy games is often a nuisance: Units travel and battle separatel...
Tornförsvar är en lättillgänglig spelgenre för spelare med ingen eller litenspelerfarenhet. I denna ...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
This thesis explores the combination of influence maps and potential fields in two novel pathfinding...
We propose a new pathfinding technique called xTrek that combines conventional pathfinding and influ...
To solve the multi-agent pathfinding (MAPF) problem, a collision-free path must be found for every i...
Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war set...
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer g...
Abstract — We investigate the use of genetic algorithms to evolve AI players for real-time strategy ...
Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middl...
Abstract — We investigate the use of genetic algorithms to play real-time computer strategy games. T...
Abstract — We evolve tactical control for entity groups in a naval real-time strategy game. Since ta...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Influence Maps have been successfully used in controlling the navigation of multiple units. In this ...
Many 3D graphics applications require the presence of autonomous computer-controlled agents which ar...
Movement of groups in realtime strategy games is often a nuisance: Units travel and battle separatel...
Tornförsvar är en lättillgänglig spelgenre för spelare med ingen eller litenspelerfarenhet. I denna ...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
This thesis explores the combination of influence maps and potential fields in two novel pathfinding...
We propose a new pathfinding technique called xTrek that combines conventional pathfinding and influ...
To solve the multi-agent pathfinding (MAPF) problem, a collision-free path must be found for every i...
Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war set...
One of the greatest challenges in the design of realistic Artificial Intelligence (AI) in computer g...
Abstract — We investigate the use of genetic algorithms to evolve AI players for real-time strategy ...
Commercial games can be an excellent testbed to artificial intelligence (AI) research, being a middl...
Abstract — We investigate the use of genetic algorithms to play real-time computer strategy games. T...
Abstract — We evolve tactical control for entity groups in a naval real-time strategy game. Since ta...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Influence Maps have been successfully used in controlling the navigation of multiple units. In this ...
Many 3D graphics applications require the presence of autonomous computer-controlled agents which ar...
Movement of groups in realtime strategy games is often a nuisance: Units travel and battle separatel...
Tornförsvar är en lättillgänglig spelgenre för spelare med ingen eller litenspelerfarenhet. I denna ...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...