2010 Brazilian Symposium on Games and Digital Entertainment 2010
DOI: 10.1109/sbgames.2010.23
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An Artificial Intelligence System to Help the Player of Real-Time Strategy Games

Abstract: Real Time Strategy (RTS) games pose a series of challenges to players and AI Agents due to its dynamical, distributed and multiobjective fashion. In this paper, we propose and develop an Artificial Intelligence (AI) system that helps the player during the game, giving him tactical and strategical tips about the best actions to be taken according to the current game state with the objective of improving the player's performance. We describe the main features of the system, its implementation and perform experim… Show more

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Cited by 4 publications
(3 citation statements)
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“…Cunha and Chaimowicz in [5], for example, developed an advice system to RTS players that implemented a predictor of the technological level of an agent based on its units. It was done in the game Wargus modeling a reverse path in the dependency tree of the game, deriving what are the technologies known by the enemy from the observation of existent buildings and units.…”
Section: Player Modeling Taxonomymentioning
confidence: 99%
See 1 more Smart Citation
“…Cunha and Chaimowicz in [5], for example, developed an advice system to RTS players that implemented a predictor of the technological level of an agent based on its units. It was done in the game Wargus modeling a reverse path in the dependency tree of the game, deriving what are the technologies known by the enemy from the observation of existent buildings and units.…”
Section: Player Modeling Taxonomymentioning
confidence: 99%
“…It is an open source project organized in two levels: the core, with its basic game functions (engine Stratagus) done in C++ and a higher level, the game logic, implemented in Lua. Two of the many papers that used Wargus are: [5], [32].…”
Section: G Strategy Games (Rts and Tbs)mentioning
confidence: 99%
“…The primary task of the gameplaying agent is to win games, and the secondary task is to win them with a higher score [28]. For the RTS gameplaying agent [29] to be able to cope with the high computational complexity of the game space, it has to be able to function inside different segments of the game, which are as follows: resource and production management (also categorized as economy) [30], strategical [31], tactical [32] and micromanagement [33] operations, scouting [34] and sometimes even diplomacy [35]. For one to be successful when playing an RTS game, a balanced combination of all those segments must be considered by the agent [36].…”
Section: Introductionmentioning
confidence: 99%