Using multi-agent potential fields in real-time strategy games
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 2
A multiagent potential field-based bot for real-time strategy games
International Journal of Computer Games Technology - Artificial Intelligence for Computer Games
An integrated agent for playing real-time strategy games
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 3
Human-robot communication for collaborative decision making - A probabilistic approach
Robotics and Autonomous Systems
PLEdestrians: a least-effort approach to crowd simulation
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
International Journal of Computer Games Technology
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So far, the main focus of AI research around RTS games has been towards creating autonomous, virtual opponents to compete against human beings or other autonomous players. At the same time, popular commercial titles are increasing their emphasis on micro-management; neglecting development towards further autonomy. This paper proposes a simple reactive agent that is proficient in combat tasks. This agent will be the basis of individual units; forming the backbone of a multiagent system. Built on this is a novel control scheme that is designed to aid a human player; deferring all strategic decisions to the controller. Finally, the paper will show the results of experiments designed to evaluate the effectiveness of the proposed control scheme.