Real-time obstacle avoidance for manipulators and mobile robots
International Journal of Robotics Research
Intelligent agents in computer games
AAAI '99/IAAI '99 Proceedings of the sixteenth national conference on Artificial intelligence and the eleventh Innovative applications of artificial intelligence conference innovative applications of artificial intelligence
Field-Based Motion Coordination in Quake 3 Arena
AAMAS '04 Proceedings of the Third International Joint Conference on Autonomous Agents and Multiagent Systems - Volume 3
On using multi-agent systems in playing board games
AAMAS '06 Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
Demonstration of multi-agent potential fields in real-time strategy games
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems: demo papers
A multiagent potential field-based bot for real-time strategy games
International Journal of Computer Games Technology - Artificial Intelligence for Computer Games
Measuring player experience on runtime dynamic difficulty scaling in an RTS game
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Multi-agent navigation using path-based vector fields
MATES'09 Proceedings of the 7th German conference on Multiagent system technologies
Review: Multi-agent modeling and simulation of an Aedes aegypti mosquito population
Environmental Modelling & Software
Agent-oriented control in real-time computer games
ProMAS'09 Proceedings of the 7th international conference on Programming multi-agent systems
Evolving behaviour trees for the commercial game DEFCON
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
A novel agent based control scheme for RTS games
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
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Bots for Real Time Strategy (Rts) games provide a rich challenge to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while at the same time search for enemies and coordinate attacks to fight them down. Potential fields is a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic environments. Although attempts have been made to transfer the technology to the gaming sector, assumed problems with efficiency and high costs for implementation have made the industry reluctant to adopt it. We present a Multi-agent Potential Field based bot architecture that is evaluated in a real time strategy game setting and compare it, both in terms of performance, and in terms of softer attributes such as configurability with other state-of-the-art solutions. Although our solution did not reach the performance standards of traditional Rts bots in the test, we see great unexploited benefits in using multi-agent potential field based solutions in Rts games.