• 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