DocumentCode
1840361
Title
Intelligent moving of groups in real-time strategy games
Author
Danielsiek, Holger ; Stüer, Raphael ; Thom, Andreas ; Beume, Nicola ; Naujoks, Boris ; Preuss, Mike
Author_Institution
Comput. Intell. Group, Tech. Univ. Dortmund, Dortmund
fYear
2008
fDate
15-18 Dec. 2008
Firstpage
71
Lastpage
78
Abstract
This paper investigates the intelligent moving and path-finding of groups in real-time strategy (RTS) games exemplified by the open source game Glest. We utilize the technique of flocking for achieving a smooth and natural movement of a group of units and expect grouping to decrease the amount of unit losses in RTS games. Furthermore, we present a setting in which flocking will improve the game progress. But we also demonstrate a situation where flocking fails. To prevent these annoying situations, we combined flocking with influence maps (IM) to find safe paths for the flock in real time. This combination turns out to be an excellent alternative to normal movement in Glest and most likely in other RTS games.
Keywords
biology computing; game theory; public domain software; RTS games; flocking fails; influence maps; open source game; path-finding; real-time strategy games; Artificial intelligence; Artificial neural networks; Assembly; Computational intelligence; Computer science; Evolutionary computation; Filters; Humans; Self organizing feature maps; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games, 2008. CIG '08. IEEE Symposium On
Conference_Location
Perth, WA
Print_ISBN
978-1-4244-2973-8
Electronic_ISBN
978-1-4244-2974-5
Type
conf
DOI
10.1109/CIG.2008.5035623
Filename
5035623
Link To Document