DocumentCode
579622
Title
Potential-field based navigation in StarCraft
Author
Hagelbäck, Johan
Author_Institution
Blekinge Inst. of Technol., Karlskrona, Sweden
fYear
2012
fDate
11-14 Sept. 2012
Firstpage
388
Lastpage
393
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.
Keywords
artificial intelligence; computer games; A*; RTS; StarCraft; combat units; computer players; dynamic worlds; human players; pathfinding algorithms; potential-field based navigation; real-time strategy games; war setting; Buildings; Fading; Games; Heuristic algorithms; Navigation; Real-time systems; Switches;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games (CIG), 2012 IEEE Conference on
Conference_Location
Granada
Print_ISBN
978-1-4673-1193-9
Electronic_ISBN
978-1-4673-1192-2
Type
conf
DOI
10.1109/CIG.2012.6374181
Filename
6374181
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