2008 IEEE Symposium on Computational Intelligence and Games 2008
DOI: 10.1109/cig.2008.5035623
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Intelligent moving of groups in real-time strategy games

Abstract: Abstract-This paper investigates the intelligent moving and path-finding of groups in real-time strategy (RTS) games exemplified by the open source game Glest. We utilize the technique of Flocking for achieving a smooth and natural movement of a group of units and expect grouping to decrease the amount of unit losses in RTS games. Furthermore, we present a setting in which Flocking will improve the game progress. But we also demonstrate a situation where Flocking fails. To prevent these annoying situations, we… Show more

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Cited by 31 publications
(12 citation statements)
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“…al. [5] use IMs in conjunction with flocking to determine movement of groups in RTS games, with the goal of cohesively moving groups of units. Our goal differs in that we are attempting to generate autonomous tactics for each entity, which are evolved to coordinate their tactics.…”
Section: Related Workmentioning
confidence: 99%
“…al. [5] use IMs in conjunction with flocking to determine movement of groups in RTS games, with the goal of cohesively moving groups of units. Our goal differs in that we are attempting to generate autonomous tactics for each entity, which are evolved to coordinate their tactics.…”
Section: Related Workmentioning
confidence: 99%
“…This could be a heavy load for a system. Preuss and Beume used a flocking based and influence map-based path finding algorithm to enhance team movement in the RTS game "Glest" [9], [10].…”
Section: Related Workmentioning
confidence: 99%
“…Finally, although pathfinding does not fall under our previous definition of reactive control, we include it in this section, since it is typically performed as a low-level service, not part of either tactical nor strategical reasoning (although there are some exceptions, like the tactical pathfinding of Danielsiek et al [47]). The most common pathfinding algorithm is A*, but its big problem is CPU time and memory consumption, hard to satisfy in a complex, dynamic, real-time environment with large numbers of units.…”
Section: Reactive Controlmentioning
confidence: 99%
“…Avery et al [45] and Smith et al [46] co-evolved influence map trees for spatial reasoning in RTS games. Danielsiek et al [47] used influence maps to achieve intelligent squad movement to flank the opponent in a RTS game. Despite their success, a drawback for potential field-based techniques is the large number of parameters that has to be tuned in order to achieve the desired behavior.…”
Section: Reactive Controlmentioning
confidence: 99%