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Dealing with Fog of War in a Real Time Strategy Game Environment
Blekinge Institute of Technology, School of Engineering, Department of Systems and Software Engineering.
Blekinge Institute of Technology, School of Engineering, Department of Systems and Software Engineering.
Responsible organisation
2008 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Bots for Real Time Strategy (RTS) games provide a rich challenge 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. It is often the case that RTS AIs cheat in the sense that they get perfect information about the game world to improve the performance of the tactics and planning behavior. We show how a multi-agent potential field based bot can be modified to play an RTS game without cheating, i.e. with incomplete information, and still be able to perform well without spending more resources than its cheating version in a tournament.

Place, publisher, year, edition, pages
Perth, Australia: IEEE , 2008.
Keywords [en]
Agents, Swarm Intelligence, Emergent Behavior, Computer Games, Imperfect Information, Fog of war
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-8259Local ID: oai:bth.se:forskinfo0AC703DF9EA729A8C125753800398632OAI: oai:DiVA.org:bth-8259DiVA, id: diva2:835962
Conference
IEEE Symposium on Computational Intelligence and Games
Available from: 2012-09-18 Created: 2009-01-08 Last updated: 2018-01-11Bibliographically approved

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fulltext(208 kB)1283 downloads
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Type fulltextMimetype application/pdf

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Hagelbäck, JohanJohansson, Stefan J.
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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf