Creating efficient walls using potential fields in real-time strategy games

Caio Freitas de Oliveira, C. Madeira
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引用次数: 4

Abstract

Real-time strategy games (RTS) has been recently the focus of many works in the area of artificial intelligence due to their similarity with real world problems. In this context, only a few papers have addressed the problem to construct walls of buildings that enable to prevent the advancement of the opponents on the map of these games. In this paper, we propose a new model able to efficiently construct walls of buildings using StarCraft Brood War game as a case study. We evaluated our model by comparing it with one of the few solutions proposed by other researchers, as well as the pattern proposed by professional competitors. The results obtained by our model in a competition map are close to those adopted by professionals.
在即时战略游戏中使用势场创造有效的墙壁
即时战略游戏(RTS)由于其与现实世界问题的相似性,最近成为人工智能领域许多研究的焦点。在这种情况下,只有少数论文讨论了如何在这些游戏的地图上建造能够阻止对手前进的建筑物墙壁。本文以《星际争霸:母巢之战》为例,提出了一种能够有效构建建筑物墙体的新模型。我们通过将我们的模型与其他研究人员提出的少数解决方案之一以及专业竞争对手提出的模式进行比较来评估我们的模型。我们的模型在竞争地图上得到的结果与专业人士采用的结果接近。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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