Sciweavers

8 search results - page 1 / 2
» An Intelligent IDE for Behavior Authoring in Real-Time Strat...
Sort
View
AIIDE
2008
13 years 7 months ago
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks a...
Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santi...
AIIDE
2007
13 years 7 months ago
SORTS: A Human-Level Approach to Real-Time Strategy AI
We developed knowledge-rich agents to play real-time strategy games by interfacing the ORTS game engine to the Soar cognitive architecture. The middleware we developed supports gr...
Samuel Wintermute, Joseph Xu, John E. Laird
ICCBR
2007
Springer
13 years 11 months ago
Case-Based Planning and Execution for Real-Time Strategy Games
Abstract. Artificial Intelligence techniques have been successfully applied to several computer games. However in some kinds of computer games, like real-time strategy (RTS) games...
Santiago Ontañón, Kinshuk Mishra, Ne...
AIIDE
2008
13 years 7 months ago
The Rise of Potential Fields in Real Time Strategy Bots
Bots for Real Time Strategy (RTS) games are challenging to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while at the s...
Johan Hagelbäck, Stefan J. Johansson
SGAI
2009
Springer
13 years 11 months ago
Explaining How to Play Real-Time Strategy Games
Real-time strategy games share many aspects with real situations in domains such as battle planning, air traffic control, and emergency response team management which makes them a...
Ronald A. Metoyer, Simone Stumpf, Christoph Neuman...