DocumentCode :
1572903
Title :
Potential flows for controlling scout units in StarCraft
Author :
Kien Quang Nguyen ; Zhe Wang ; Thawonmas, Ruck
Author_Institution :
Grad. Sch. of Inf. Sci. & Eng., Ritsumeikan Univ., Kusatsu, Japan
fYear :
2013
Firstpage :
1
Lastpage :
7
Abstract :
Real-Time Strategy (RTS) games typically take place in a war-like setting and are accompanied with complicated game play. They are not only difficult for human players to master, but also provide a challenging platform for AI research. In a typical RTS game, such as StarCraft, WarCraft, or Age of Empires, knowing what the opponent is doing is a great advantage and sometimes an important key to win the game. For that, good scouting is required. As subsequent work for improving the scouting agent in our StarCraft AI bot-IceBot-the winner of the mixed division in Student StarCraft AI Tournament 2012, this paper proposes a method that applies potential flows to controlling scout units in StarCraft. The proposed method outperforms an existing scouting method as well as a modified version of this existing method and is comparable to scouting by human players.
Keywords :
computer games; multi-agent systems; AI research; Age of Empires; RTS games; StarCraft AI bot-IceBot-the winner; Student StarCraft AI Tournament 2012; WarCraft; human players; real-time strategy games; scout unit control; scouting agent; scouting method; war-like setting; Artificial intelligence; Buildings; Games; Harmonic analysis; Navigation; Needles; Vectors;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Computational Intelligence in Games (CIG), 2013 IEEE Conference on
Conference_Location :
Niagara Falls, ON
ISSN :
2325-4270
Print_ISBN :
978-1-4673-5308-3
Type :
conf
DOI :
10.1109/CIG.2013.6633662
Filename :
6633662
Link To Document :
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