Context. Video games are a big entertainment industry. Many video games let players play against or together. Some video games also make it possible for players to play against or together with computer controlled players, called bots. Artificial Intelligence (AI) is used to create bots. Objectives. This thesis aims to implement cooperative behaviors between two bots and determine if the behaviors lead to an increase in win ratio. This means that the bots should be able to cooperate in certain situations, such as when they are attacked or when they are attacking. Methods. The bots win ratio will be tested with a series of quantitative experiments where in each experiment two teaming bots with cooperative behavior will play against two teami...
Multiplayer online battle arena (MOBA) games and games in general offer developers opportunities to ...
The general purpose of this research is to investigate the possibilities offered for the use of Arti...
International audienceThis paper advocates the exploration of the full state of recorded real-time s...
International audienceDefinition Real-Time Strategy (RTS) games is a sub-genre of strategy games whe...
In this thesis a cognitive multi-agent system is developed for the real-time strategy game StarCraft...
Recent research in artificial intelligence (AI) for real time strategies (RTS) has shown a great nee...
With the goal of better understanding Human-machine Teaming (HMT) dynamics and how team competencies...
Context. Interest in and research on neural networks and their capacity for finding solutions to non...
This article reviews the last two IEEE Conference on Computational Intelligence and Games (CIG) Star...
As robot capabilities rapidly evolve, the dynamics of human-robot teams will change. Autonomous, int...
Research into intelligent agents designed to play Real-Time Strategy (RTS) games has been limited co...
The aim of this thesis is to create an automated system for playing a real-time strategy game Starcr...
Multiplayer Online Battle Arena games focus mainly on struggles between two teams of players. An inc...
Multiplayer online battle arena (MOBA) games have properties that make them suitable for research in...
Abstract—This paper presents a framework for cooperation between a human and a general game playing ...
Multiplayer online battle arena (MOBA) games and games in general offer developers opportunities to ...
The general purpose of this research is to investigate the possibilities offered for the use of Arti...
International audienceThis paper advocates the exploration of the full state of recorded real-time s...
International audienceDefinition Real-Time Strategy (RTS) games is a sub-genre of strategy games whe...
In this thesis a cognitive multi-agent system is developed for the real-time strategy game StarCraft...
Recent research in artificial intelligence (AI) for real time strategies (RTS) has shown a great nee...
With the goal of better understanding Human-machine Teaming (HMT) dynamics and how team competencies...
Context. Interest in and research on neural networks and their capacity for finding solutions to non...
This article reviews the last two IEEE Conference on Computational Intelligence and Games (CIG) Star...
As robot capabilities rapidly evolve, the dynamics of human-robot teams will change. Autonomous, int...
Research into intelligent agents designed to play Real-Time Strategy (RTS) games has been limited co...
The aim of this thesis is to create an automated system for playing a real-time strategy game Starcr...
Multiplayer Online Battle Arena games focus mainly on struggles between two teams of players. An inc...
Multiplayer online battle arena (MOBA) games have properties that make them suitable for research in...
Abstract—This paper presents a framework for cooperation between a human and a general game playing ...
Multiplayer online battle arena (MOBA) games and games in general offer developers opportunities to ...
The general purpose of this research is to investigate the possibilities offered for the use of Arti...
International audienceThis paper advocates the exploration of the full state of recorded real-time s...