نتایج جستجو برای: real time strategy games

تعداد نتایج: 2456984  

2011
Santiago Ontañón Ashwin Ram

Creating AI for complex computer games requires a great deal of technical knowledge as well as engineering effort on the part of game developers. This paper focuses on techniques that enable end-users to create AI for games without requiring technical knowledge by using case-based reasoning techniques. AI creation for computer games typically involves two steps: a) generating a first version of...

2009
M. Naveed

Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due to three factors which are constraints on CPU and memory usage, dynamicity of the game world, and concurrency. In this paper, we are focusing on finding a novel solution for solving the pathfinding problem in RTS Games for the units which are controlled by the computer. The novel solution combin...

Journal: :Computer Networks 2005
Mark Claypool

Latency on the Internet is a well-known problem for interactive applications. The growth in interactive network games brings an increased importance in understanding the effects of latency on user performance. Classes of network games such as First Person Shooters (FPS) and Real-Time Strategy (RTS) differ in their user interaction model and hence susceptibility to latency. While previous work h...

2008
Johan Hagelbäck Stefan J. Johansson

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...

2013
Mohamed Abbadi Francesco Di Giacomo Renzo Orsini Aske Plaat Pieter Spronck Giuseppe Maggiore

Real-time strategy (RTS) games are popular and many different games exist. Despite the existence of basic similarities among different games, the engines of these games are often built ad hoc, and code re-use among di erent titles is minimal. We abstract one such similarity into a new design pattern, and implement the design pattern and its language abstraction in the Casanova programming langu...

2007
Samuel Wintermute Joseph Z. Xu John E. Laird

We developed knowledge-rich agents to play real-time strategy games by interfacing the ORTS game engine to the Soar cognitive architecture. The middleware we developed supports grouping, attention, coordinated path finding, and FSM control of low-level unit behaviors. The middleware attempts to provide information humans use to reason about RTS games, and facilitates creating agent behaviors in...

2013
Santiago Ontañón

Game tree search in games with large branching factors is a notoriously hard problem. In this paper, we address this problem with a new sampling strategy for Monte Carlo Tree Search (MCTS) algorithms, called Naı̈ve Sampling, based on a variant of the Multi-armed Bandit problem called the Combinatorial Multi-armed Bandit (CMAB) problem. We present a new MCTS algorithm based on Naı̈ve Sampling call...

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه شیخ بهایی - دانشکده زبانهای خارجی 1399

this study aimed to investigate the effects of listening strategy training on iranian efl learners listening comprehension and use of such strategies. this work, employing an experimental methodology, was conducted among 60 adult efl learners from a language institute in isfahan, iran, as participants. the participants, who were selected based on the results of a placement test, were assigned t...

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