نتایج جستجو برای: real time strategy games
تعداد نتایج: 2456984 فیلتر نتایج به سال:
هدف از اجرای پروژه، فشردن اطلاعات تصویری یا کدینگ منبع می باشدurce . coding بعلت پهنای باند وسیع تصویر، تبدیل مستقیم تصویر آنالوگ به دیجیتال ب تکنیک)abit/sample(pcm موجب اشغال شدن پهنای باند بسیار زیادی از کانال انتقال می شود . با توجه به ملاحظات real time بودن، که موجب محدودیت شدید و پیچیدگی سخت افزار و درنتیجه محدودیت روی تکنیکهای فشردن اطلاعات می شود، راندم خروجی 3 - 4 bit /sample موردنظر اس...
This paper describes a number of extensions to the dynamic scripting reinforcement learning algorithm which was designed for modern computer games. These enhancements include integration with an AI tool and automatic state construction. A subset of a real-time strategy game is used to demonstrate the learning algorithm both improving the performance of agents in the game and acting as a game ba...
Real-time strategy (RTS) games are complex decision domains which require quick reactions as well as strategic planning and adversarial reasoning. In this paper we describe the second RTS game AI tournament, which was held in June 2007, the competition entries that participated, and plans for next year’s tournament.
We propose interdependent defense (IDD) games, a computational game-theoretic framework to study aspects of the interdependence of risk and security in multi-agent systems under deliberate external attacks. Our model builds upon interdependent security (IDS) games, a model by Heal and Kunreuther that considers the source of the risk to be the result of a fixed randomized-strategy. We adapt IDS ...
In recent years, real-time strategy (RTS) games have gained interest in the AI research community for their multitude of challenging subproblems — such as collaborative pathfinding, effective resource allocation and unit targeting, to name a few. In this paper we consider the build order problem in RTS games in which we need to find concurrent action sequences that, constrained by unit dependen...
The underlying goal of a competing agent in a discrete real time strategy (RTS) game is to defeat an adversary. Strategic agents or participants must define an a priori plan to maneuver their resources in order to destroy the adversary and the adversary’s resources as well as secure physical regions of the environment. This a priori plan can be generated by leveraging collected historical knowl...
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 o...
The goal of transfer learning is to use the knowledge acquired in a set of source tasks to improve performance in a related but previously unseen target task. In this paper, we present a multilayered architecture named CAse-Based Reinforcement Learner (CARL). It uses a novel combination of Case-Based Reasoning (CBR) and Reinforcement Learning (RL) to achieve transfer while playing against the G...
We present CLASSQ-L (for: class Q-learning) an application of the Q-learning reinforcement learning algorithm to play complete Wargus games. Wargus is a real-time strategy game where players control armies consisting of units of different classes (e.g., archers, knights). CLASSQ-L uses a single table for each class of unit so that each unit is controlled and updates its class’ Qtable. This enab...
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