This thesis describes the architecture of an adaptive goal-oriented AI system that can be used for Real-Time Strategy games. The system is at the end tested against a single opponent on three di erent maps with di erent sizes to test the ability of the AI opposed to the 'standard' Finite State Machines and the likes in Real-Time Strategy games. The system consists of a task handler agent that manages all the active and halted tasks. A task is either low-level; used for ordering units, or high-level that can form advanced strategies. The General forms plans that are most advantageous at the moment. For creating e ective units against the opponent a priority system is used; where the unit priorities are calculated dynamically
One of the main challenges in game AI is building agents that can intelligently react to unforeseen ...
One of the main challenges in game AI is building agents that can intelligently react to unforeseen ...
Title: Artificial intelligence for real-time strategic games Author: Ondřej Sýkora Department: Depar...
This thesis describes the architecture of an adaptive goal-oriented AI system that can be used for R...
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission...
Real Time Strategy (RTS) games pose a series of challenges to players and AI Agents due to its dynam...
Along with improvement of modern electronic games, necessity of an intelligent agent that easily bui...
The general purpose of this research is to investigate the possibilities offered for the use of Arti...
Learning how to defeat human players is a challenging task in today’s commercial computer games. Thi...
We describe a 3-layer architecture for an automated Real-Time Strategy game player. In these kinds o...
Abstract — Many modern games provide environments in which agents perform decision making at several...
This work covers with artificial intelligence of strategy computer games, however many of these meth...
The quality of AI opponents often leaves a lot to be desired, which poses many attractive challenges...
One of the main aims of game AI research is the building of challenging and believable artificial op...
We present a drive-based agent capable of playing the real-time strategy computer game Starcraft. Su...
One of the main challenges in game AI is building agents that can intelligently react to unforeseen ...
One of the main challenges in game AI is building agents that can intelligently react to unforeseen ...
Title: Artificial intelligence for real-time strategic games Author: Ondřej Sýkora Department: Depar...
This thesis describes the architecture of an adaptive goal-oriented AI system that can be used for R...
In real-time strategy (RTS) games, the human player faces tasks such as resource allocation, mission...
Real Time Strategy (RTS) games pose a series of challenges to players and AI Agents due to its dynam...
Along with improvement of modern electronic games, necessity of an intelligent agent that easily bui...
The general purpose of this research is to investigate the possibilities offered for the use of Arti...
Learning how to defeat human players is a challenging task in today’s commercial computer games. Thi...
We describe a 3-layer architecture for an automated Real-Time Strategy game player. In these kinds o...
Abstract — Many modern games provide environments in which agents perform decision making at several...
This work covers with artificial intelligence of strategy computer games, however many of these meth...
The quality of AI opponents often leaves a lot to be desired, which poses many attractive challenges...
One of the main aims of game AI research is the building of challenging and believable artificial op...
We present a drive-based agent capable of playing the real-time strategy computer game Starcraft. Su...
One of the main challenges in game AI is building agents that can intelligently react to unforeseen ...
One of the main challenges in game AI is building agents that can intelligently react to unforeseen ...
Title: Artificial intelligence for real-time strategic games Author: Ondřej Sýkora Department: Depar...