Potential-field based navigation in StarCraft

Johan Hagelbäck
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引用次数: 45

Abstract

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.
《星际争霸》中基于潜在场的导航
即时战略(Rts)游戏是战略游戏的一个子类型,通常发生在战争背景中。即时战略游戏为人类和电脑玩家(机器人)提供了丰富的挑战。每个玩家都有一些工人来收集资源,以便建造新的建筑,训练更多的工人,建造战斗单位,并进行研究以解锁更强大的单位或能力。游戏的目标是建立一支强大的军队并摧毁对手的基地。军队通常由大量单位组成,这些单位必须能够在游戏世界中导航。Rts游戏的高度动态性和实时性使得寻路成为机器人的一项具有挑战性的任务。通常使用寻径算法(如A*)来处理它,如果不进行调整,则无法很好地处理动态世界。在本文中,我们将展示《星际争霸》中的bot如何结合a *和势场来更好地处理游戏的动态方面。
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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