DocumentCode
1840318
Title
Dealing with fog of war in a Real Time Strategy game environment
Author
Hagelback, Johan ; Johansson, Stefan J.
Author_Institution
Dept. of Software & Syst. Eng., Blekinge Inst. of Technol., Ronneby
fYear
2008
fDate
15-18 Dec. 2008
Firstpage
55
Lastpage
62
Abstract
Bots for real time strategy (RTS) games provide a rich challenge to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while at the same time search for enemies and coordinate attacks to fight them down. It is often the case that RTS AIs cheat in the sense that they get perfect information about the game world to improve the performance of the tactics and planning behavior. We show how a multi-agent potential field based bot can be modified to play an RTS game without cheating, i.e. with incomplete information, and still be able to perform well without spending more resources than its cheating version in a tournament.
Keywords
computer games; multi-agent systems; RTS AIs; fog of war; multiagent potential field based bot; real time strategy game environment; Birds; Cameras; Data structures; Engines; Fires; Military computing; Navigation;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games, 2008. CIG '08. IEEE Symposium On
Conference_Location
Perth, WA
Print_ISBN
978-1-4244-2973-8
Electronic_ISBN
978-1-4244-2974-5
Type
conf
DOI
10.1109/CIG.2008.5035621
Filename
5035621
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