A Multiagent Potential Field-Based Bot for Real-Time Strategy Games
نویسندگان
چکیده
Bots for real-time strategy (RTS) games may be very challenging to implement. A bot controls a number of units that will have to navigate in a partially unknown environment, while at the same time avoid each other, search for enemies, and coordinate attacks to fight them down. Potential fields are a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic environments. Although attempts have been made to transfer the technology to the gaming sector, assumed problems with efficiency and high costs for implementation have made the industry reluctant to adopt it. We present a multiagent potential field-based bot architecture that is evaluated in two different real-time strategy game settings and compare them, both in terms of performance, and in terms of softer attributes such as configurability with other state-of-the-art solutions. We show that the solution is a highly configurable bot that can match the performance standards of traditional RTS bots. Furthermore, we show that our approach deals with Fog of War (imperfect information about the opponent units) surprisingly well. We also show that a multiagent potential field-based bot is highly competitive in a resource gathering scenario.
منابع مشابه
Using multi-agent potential fields in real-time strategy games
Bots for Real Time Strategy (RTS) games provide a rich challenge to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while at the same time search for enemies and coordinate attacks to fight them down. Potential fields is a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic ...
متن کاملA Multi-Agent Potential Field-based Bot for a Full RTS Game Scenario
Computer games in general, and Real Time Strategy games in particular is a challenging task for both AI research and game AI programmers. The player, or AI bot, must use its workers to gather resources. They must be spent wisely on structures such as barracks or factories, mobile units such as soldiers, workers and tanks. The constructed units can be used to explore the game world, hunt down th...
متن کاملThe Rise of Potential Fields in Real Time Strategy Bots
Bots for Real Time Strategy (RTS) games are challenging to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while at the same time search for enemies and coordinate attacks to fight them down. Potential fields is a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic environme...
متن کاملRobust Opponent Modeling in Real-Time Strategy Games using Bayesian Networks
Opponent modeling is a key challenge in Real-Time Strategy (RTS) games as the environment is adversarial in these games, and the player cannot predict the future actions of her opponent. Additionally, the environment is partially observable due to the fog of war. In this paper, we propose an opponent model which is robust to the observation noise existing due to the fog of war. In order to cope...
متن کاملBuilding Placement Optimization in Real-Time Strategy Games
In this paper we propose using a Genetic Algorithm to optimize the placement of buildings in Real-Time Strategy games. Candidate solutions are evaluated by running base assault simulations. We present experimental results in SparCraft — a StarCraft combat simulator — using battle setups extracted from human and bot StarCraft games. We show that our system is able to turn base assaults that are ...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
- Int. J. Computer Games Technology
دوره 2009 شماره
صفحات -
تاریخ انتشار 2009