Pattern Formation Based on Potential Field in Real-Time Strategy Games

Cheng-Yu Chen, Xin-Lan Liao, Chien-Chih Liao, Chuan-Kang Ting
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引用次数: 1

Abstract

Real-time strategy (RTS) game is a very popular genre of computer games. In RTS games, the units need to navigate the environment, surround the enemy, and attack targets. Pattern formation of the units plays an important role in the tactics of RTS games. In this paper, we propose generating the pattern formation based on potential field, which is widely used in collision avoidance. The proposed method controls the movement of units and adjusts their formation considering the number and types of targets. More specifically, once a unit detects the target, it will move in accordance with other units to surround the targets in an attacking distance. The simulation results on Star Craft show the capability of the proposed method to generate pattern formation and adapt to the number and types of enemies.
基于势场的实时策略游戏模式形成
即时战略(RTS)游戏是一种非常流行的电脑游戏类型。在RTS游戏中,单位需要在环境中导航,包围敌人并攻击目标。单位模式的形成在RTS游戏的战术中起着重要的作用。本文提出了一种基于势场的模式生成方法,该方法在避碰中得到了广泛的应用。该方法考虑目标的数量和类型,控制单元的运动并调整其编队。更具体地说,一旦一个单位探测到目标,它将与其他单位一起移动,在攻击距离内包围目标。对《星际争霸》的仿真结果表明,该方法具有生成模式的能力,并能适应敌人的数量和类型。
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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