نتایج جستجو برای: real time strategy games

تعداد نتایج: 2456984  

1995
Oded Maler Amir Pnueli Joseph Sifakis

This paper presents algorithms for the automatic synthesis of real time controllers by nding a winning strategy for certain games de ned by the timed automata of Alur and Dill In such games the outcome depends on the players actions as well as on their timing We believe that these results will pave the way for the application of program synthesis techniques to the construction of real time embe...

2014
Florian Richoux Alberto Uriarte Santiago Ontañón

This paper presents a constraint optimization approach to walling in real-time strategy (RTS) games. Walling is a specific type of spatial reasoning, typically employed by human expert players and not currently fully exploited in RTS game AI, consisting on finding configurations of buildings to completely or partially block paths. Our approach is based on local search, and is specifically desig...

2007
Oded Maler Amir Pnueli Joseph Sifakis

This paper presents algorithms for the automatic synthesis of real-time controllers by nding a winning strategy for certain games deened by the timed-automata of Alur and Dill. In such games, the outcome depends on the players' actions as well as on their timing. We believe that these results will pave the way for the application of program synthesis techniques to the construction of real-time ...

Journal: :Ann. Pure Appl. Logic 2016
Olivier Finkel

We prove that the determinacy of Gale-Stewart games whose winning sets are infinitary rational relations accepted by 2-tape Büchi automata is equivalent to the determinacy of (effective) analytic Gale-Stewart games which is known to be a large cardinal assumption. Then we prove that winning strategies, when they exist, can be very complex, i.e. highly non-effective, in these games. We prove the...

Journal: :Logical Methods in Computer Science 2008
Krishnendu Chatterjee Thomas A. Henzinger Vinayak S. Prabhu

We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrent in that at each turn, both players independently propose a time delay and an action, and the action with the shorter delay is chosen. To prevent a player from winning by blocking time, we restrict each player to strategies that ensure that the player cannot be responsi...

2016
Charles Li

Many modern applications have a great need for matchmaking and real-time web communication. This paper first explores and details the specifics of original algorithms for effective matchmaking, and then proceeds to dive into implementations of real-time communication between different clients across the web. Finally, it discusses how to apply the techniques discussed in the paper in practice, a...

2002
Marco Faella Salvatore La Torre Aniello Murano

The rapid development of complex and safety-critical systems requires the use of reliable verification methods and tools for system design (synthesis). Many systems of interest are reactive, in the sense that their behavior depends on the interaction with the environment. A natural framework to model them is a two-player game: the system versus the environment. In this context, the central prob...

2014
Alberto Uriarte Santiago Ontañón

From an AI point of view, Real-Time Strategy (RTS) games are hard because they have enormous state spaces, they are real-time and partially observable. In this paper, we present an approach to deploy gametree search in RTS games by using game state abstraction. We propose a high-level abstract representation of the game state, that significantly reduces the branching factor when used for game-t...

2003
Michael Buro

This poster motivates AI research in the area of real-time strategy (RTS) games and describes the current status of a project whose goals are to implement an RTS game programming environment and to build AIs that eventually can outperform human experts in this challenging and popular domain. 1 Real-Time Strategy Games Commercial computer games are a growing part of the entertainment industry an...

Journal: :CoRR 2017
Niels Justesen Philip Bontrager Julian Togelius Sebastian Risi

In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learnin...

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