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Potential Flows for Controlling Scout Units in
| Content Provider | CiteSeerX |
|---|---|
| Author | Nguyen, Kien Quang Wang, Zhe Thawonmas, Ruck |
| Abstract | Abstract—Real-Time Strategy (RTS) games typically take place in a war-like setting and are accompanied with complicated game play. They are not only difficult for human players to master, but also provide a challenging platform for AI research. In a typical RTS game, such as StarCraft, WarCraft, or Age of Empires, knowing what the opponent is doing is a great advantage and sometimes an important key to win the game. For that, good scouting is required. As subsequent work for improving the scouting agent in our StarCraft AI bot–IceBot–the winner of the mixed division in Student StarCraft AI Tournament 2012, this paper proposes a method that applies potential flows to controlling scout units in StarCraft. The proposed method outperforms an existing scouting method as well as a modified version of this existing method and is comparable to scouting by human players. I. |
| File Format | |
| Access Restriction | Open |
| Subject Keyword | Potential Flow Typical Rts Game Modified Version Scouting Method Abstract Real-time Strategy Student Starcraft Ai Tournament Challenging Platform Good Scouting Complicated Game Play Important Key Human Player Great Advantage Scout Unit Subsequent Work Mixed Division War-like Setting Starcraft Ai Bot Icebot Ai Research |
| Content Type | Text |
| Resource Type | Article |