نتایج جستجو برای: real time strategy games

تعداد نتایج: 2456984  

2017
Levi Lelis

In this paper we introduce Stratified Strategy Selection (SSS), a novel search algorithm for micromanaging units in real-time strategy (RTS) games. SSS uses a type system to partition the player’s units into types and assumes that units of the same type must follow the same strategy. SSS searches in the state space induced by the type system to select, from a pool of options, a strategy for eac...

2009
Thomas Randall Peter Cowling Roderick Baker Ping Jiang

Video games continue to grow in importance as a platform for Artificial Intelligence (AI) research since they offer a rich virtual environment without the noise present in the real world. In this paper, a simulated ship combat game is used as an environment for evolving neural network controlled ship combat strategies. Domain knowledge is used as input to the Artificial Neural Networks (ANNs) t...

2005
Nicholas Glean

Do computer simulation games display emergent behavior? Are they models of complex systems or ‘life’ systems? This paper aims to explore and investigate how games studies can use complexity models and emergent behavior to critical analyzes the computer simulation game. (God Games, Real-Time Strategy Games, and City Building Genre) The developments in and from the natural sciences (Complexity, E...

2006
Tara Teich Ian Lane Davis

Real-Time Strategy games are among the most popular genres of commercial PC games, and also have widely applicable analogs in the field of “Serious Games” such as military simulations, city planning, and other forms of simulation involving multi-agent coordination and an underlying economy. One of the core tasks in playing a traditional Real-Time Strategy game is building a base in an effective...

2004
Michael van Lent Paul Carpenter Ryan McAlinden Poey Guan Tan

Real Time Strategy (RTS) games present a wide range of AI challenges at the tactical and strategic level. Unfortunately, the lack of flexible “mod” interfaces to these games has made it difficult for AI researchers to explore these challenges in the context of RTS games. We are addressing this by building two AI interfaces into Full Spectrum Command, a real time strategy training aid built for ...

2012
David Churchill Michael Buro

Real-time strategy (RTS) games are known to be one of the most complex game genres for humans to play, as well as one of the most difficult games for computer AI agents to play well. To tackle the task of applying AI to RTS games, recent techniques have focused on a divide-and-conquer approach, splitting the game into strategic components, and developing separate systems to solve each. This tre...

Journal: :Cyberpsychology, behavior and social networking 2015
Adam Eichenbaum Florian Kattner Daniel Bradford Douglas A. Gentile C. Shawn Green

Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madis...

2009
Tomasz Szczepański Agnar Aamodt

Real-time strategy (RTS) gameplay can be divided into macromanagement and micromanagement. Other researches have employed Case-based reasoning (CBR) and casebased planning in real-time strategy games that have beaten static scripted computer opponents. Unlike much of the previous work where CBR and case-based planning is used to improve the macromanagement in RTS games, we present a CBR system ...

Journal: :Computers in Human Behavior 2011
Birgit U. Stetina Oswald D. Kothgassner Mario Lehenbauer-Baum Ilse Kryspin-Exner

This study examined problematic gaming behavior and depressive tendencies among people who play different types of online-games. Other game-related variables were investigated to determine if other differences between three game types could be established. Participants in the current research (n = 468) can be classified into three independent groups. Subjected users either solely played massive...

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