Sciweavers

109 search results - page 2 / 22
» Explaining How to Play Real-Time Strategy Games
Sort
View
EWCBR
2008
Springer
13 years 6 months ago
Real-Time Plan Adaptation for Case-Based Planning in Real-Time Strategy Games
Abstract. Case-based planning (CBP) is based on reusing past successful plans for solving new problems. CBP is particularly useful in environments where the large amount of time re...
Neha Sugandh, Santiago Ontañón, Ashw...
AIIDE
2007
13 years 6 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
GAMEON
2007
13 years 5 months ago
Opponent Modeling in Real-Time Strategy Games
Real-time strategy games present an environment in which game AI is expected to behave realistically. One feature of realistic behaviour in game AI is the ability to recognise the...
Frederik Schadd, Sander Bakkes, Pieter Spronck
ICCBR
2007
Springer
13 years 10 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...
EWCBR
2008
Springer
13 years 6 months ago
Situation Assessment for Plan Retrieval in Real-Time Strategy Games
Case-Based Planning (CBP) is an effective technique for solving planning problems that has the potential to reduce the computational complexity of the generative planning approache...
Kinshuk Mishra, Santiago Ontañón, As...