Games of combat

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Combat in Games

While the game design and game studies communities have analyzed combat both in specific games and game genres, and while combat is clearly central to many types of games, there is no general account of combat that is portable across diverse games. We provide such an account in the form of criteria which are satisfied by games that players interpret as “having combat.” These requirements are ev...

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Heuristic Search Applied to Abstract Combat Games

Creating strong AI forces in military war simulations or RTS video games poses many challenges including partially observable states, a possibly large number of agents and actions, and simultaneous concurrent move execution. In this paper we consider a tactical sub-problem that needs to be addressed on the way to strong computer generated forces: abstract combat games in which a small number of...

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Combat Outcome Prediction for RTS Games

Marius Stanescu, Nicolas A. Barriga and Michael Buro [1 leave this spacer to make page count accurate] [2 leave this spacer to make page count accurate] [3 leave this spacer to make page count accurate] [4 leave this spacer to make page count accurate] [5 leave this spacer to make page count accurate] [6 leave this spacer to make page count accurate] [7 leave this spacer to make page count accu...

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Imitative Learning of Combat Behaviours in First-person Computer Games

Modern, commercial computer games rely primarily on AI techniques that were developed several decades ago, and until recently there has been little impetus to change this. Despite the fact that the computer-controlled agents in such games often possess abilities far in advance of the limits imposed on human participants, competent players are capable of easily beating their artificial opponents...

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Automatic Learning of Combat Models for RTS Games

Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or “simulator”) of the game at hand. However, in some games such forward model is not readily available. In this paper we address the problem of automatically learning forward models (more specifically, combats models) for two-player attrition games. We report experiments comparing several ap...

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ژورنال

عنوان ژورنال: Mathematical Modelling

سال: 1987

ISSN: 0270-0255

DOI: 10.1016/0270-0255(87)90530-6