Despite the effort in the field of artificial intelligence for real time strategy games, computer controlled agents (bots) still struggle even against average human players. One of the keys to success in such games is the ability to take advantage of various tactical points on the map, like chokepoints - narrow passages connecting open areas. With the use of genetic algorithms and SparCraft, a simplified simulator of StarCraft: Brood War, we present a method to generate advantageous unit layouts for defending chokepoints. Our experiments show that layouts produced using our method perform significantly better than random layouts, and are comparable in quality with layouts traditionally employed by human players. Our method may also be used ...
Research into intelligent agents designed to play Real-Time Strategy (RTS) games has been limited co...
Recent research in artificial intelligence (AI) for real time strategies (RTS) has shown a great nee...
This thesis focuses on artificial intelligence principles used in komputer games and their demonstra...
Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many rese...
Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about...
Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about...
This thesis presents an approach to controlling Micromanagement in Real-Time Strategy (RTS) computer...
The development of competent AI for real-time strategy games such as StarCraft is made difficult by ...
Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war set...
iAbstract This master thesis presents an approach for how to implement an Evolution-ary Multi-Agent ...
Developing real-time strategy game AI is a challenging task due to that an AI-player has to deal wit...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Abstract—Real-Time Strategy (RTS) games are a genre of video games representing an interesting, well...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Real-Time Strategy (RTS) games involve multiple agents acting simultaneously, and result in enormous...
Research into intelligent agents designed to play Real-Time Strategy (RTS) games has been limited co...
Recent research in artificial intelligence (AI) for real time strategies (RTS) has shown a great nee...
This thesis focuses on artificial intelligence principles used in komputer games and their demonstra...
Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many rese...
Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about...
Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about...
This thesis presents an approach to controlling Micromanagement in Real-Time Strategy (RTS) computer...
The development of competent AI for real-time strategy games such as StarCraft is made difficult by ...
Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war set...
iAbstract This master thesis presents an approach for how to implement an Evolution-ary Multi-Agent ...
Developing real-time strategy game AI is a challenging task due to that an AI-player has to deal wit...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Abstract—Real-Time Strategy (RTS) games are a genre of video games representing an interesting, well...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
Real-Time Strategy (RTS) games involve multiple agents acting simultaneously, and result in enormous...
Research into intelligent agents designed to play Real-Time Strategy (RTS) games has been limited co...
Recent research in artificial intelligence (AI) for real time strategies (RTS) has shown a great nee...
This thesis focuses on artificial intelligence principles used in komputer games and their demonstra...