This paper discusses how to improve the behaviour ofartificial intelligence (AI) algorithms during real-time strategygames so as to behave more like human players. If we want toachieve this goal we must take into consideration several aspectsof human psychology – human characteristics. Here we focusedon the limited reaction times of the players in contrast to theenormous speed of modern computers. We propose an approachthat mimics the limitations of the human reaction times. In orderto work properly, the AI must know the average reaction times ofthe players. Some techniques and proposed algorithm outline arepresented on how to achieve this
For now over a decade, real-time strategy (RTS) games have been challenging intelligence, human and ...
We describe an approach for simulating human game-play in strategy games using a variety of AI techn...
Video games are complex simulation environments with many real-world properties that need to be addr...
If a computer game company wants to stay competitive they must offer something extra. For many years...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
The general purpose of this research is to investigate the possibilities offered for the use of Arti...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically...
The general purpose of this research is to investigate the possibilities offered for the use of Arti...
Real Time Strategy (RTS) games pose a series of challenges to players and AI Agents due to its dynam...
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission...
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission...
Computer controlled characters (NPCs) are important in any video game to make the game world interes...
This paper explores using the NEAT and rtNEAT neuro-evolution methodologies to generate intelligent ...
For now over a decade, real-time strategy (RTS) games have been challenging intelligence, human and ...
We describe an approach for simulating human game-play in strategy games using a variety of AI techn...
Video games are complex simulation environments with many real-world properties that need to be addr...
If a computer game company wants to stay competitive they must offer something extra. For many years...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
The general purpose of this research is to investigate the possibilities offered for the use of Arti...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically...
The general purpose of this research is to investigate the possibilities offered for the use of Arti...
Real Time Strategy (RTS) games pose a series of challenges to players and AI Agents due to its dynam...
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission...
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission...
Computer controlled characters (NPCs) are important in any video game to make the game world interes...
This paper explores using the NEAT and rtNEAT neuro-evolution methodologies to generate intelligent ...
For now over a decade, real-time strategy (RTS) games have been challenging intelligence, human and ...
We describe an approach for simulating human game-play in strategy games using a variety of AI techn...
Video games are complex simulation environments with many real-world properties that need to be addr...