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Potential-Field Based navigation in in StarCraft
Blekinge Institute of Technology, School of Computing.
2012 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Real-Time Strategy (RTS) games are a sub-genre of strategy games typically taking place in a war setting. RTS games provide a rich challenge for both human- and computer players (bots). Each player has a number of workers for gathering resources to be able to construct new buildings, train additional workers, build combat units and do research to unlock more powerful units or abilities. The goal is to create a strong army and destroy the bases of the opponent(s). Armies usually consists of a large number of units which must be able to navigate around the game world. The highly dynamic and real time aspects of RTS games make pathfinding a challenging task for bots. Typically it is handled using pathfinding algorithms such as A*, which without adaptions does not cope very well with dynamic worlds. In this paper we show how a bot for StarCraft uses a combination of A* and potential fields to better handle the dynamic aspects of the game.

Place, publisher, year, edition, pages
Granada, 2012.
Keywords [en]
potential fields, starcraft, pathfinding, agents, navigation
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-7111Local ID: oai:bth.se:forskinfo123430EDD41F2A41C1257ACB00388CE0OAI: oai:DiVA.org:bth-7111DiVA, id: diva2:834692
Conference
Computational Intelligence in Games (CIG)
Available from: 2012-12-10 Created: 2012-12-05 Last updated: 2018-01-11Bibliographically approved

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Hagelbäck, Johan

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CiteExportLink to record
Permanent link

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Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
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  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
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More languages
Output format
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