Sökning: "RTS-games"

Visar resultat 1 - 5 av 16 uppsatser innehållade ordet RTS-games.

  1. 1. Rules of Thumb for VR RTS games

    Master-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :David Hultsten; Martin Quach; [2023-11-30]
    Nyckelord :Game design; strategy games; thesis; guidelines; games; UI; VR;

    Sammanfattning : Creating good user interfaces in VR can be a challenge especially when trying to make strategy games in VR. The reason is that strategy games tend to have a lot of GUI (Graphical User Interface) on the screen during gameplay. LÄS MER

  2. 2. The reasons that contributed to the different success stories of space RTS games Homeworld and O.R.B.

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Rokas Paulauskas; [2021]
    Nyckelord :Homeworld; O.R.B.; space RTS; game design; thematic analysis; game reviews;

    Sammanfattning : Sometimes games that belong to the same genre achieve different levels of success among the playerbase of the genre. As an example, of two space RTS games Homeworld (released in 1999) and O.R.B. LÄS MER

  3. 3. Clustering and Classification of Time Series in Real-Time Strategy Games - A machine learning approach for mapping StarCraft II games to clusters of game state time series while limited by fog of war

    Kandidat-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Olof Enström; Fredrik Hagström; John Segerstedt; Fredrik Viberg; Arvid Wartenberg; David Weber Fors; [2020-10-29]
    Nyckelord :Classification problem; Cluster analysis; Hierarchical clustering; Machine learning; Neural network; Random forest; Real-time strategy; StarCraft II; Time series;

    Sammanfattning : Real-time strategy (RTS) games feature vast action spaces and incomplete information, thus requiring lengthy training times for AI-agents to master them at the level of a human expert. Based on the inherent complexity and the strategical interplay between the players of an RTS game, it is hypothesized that data sets of played games exhibit clustering properties as a result of the actions made by the players. LÄS MER

  4. 4. Reifying Game Design Patterns : A Quantitative Study of Real Time Strategy Games

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Jens Berg; Tony Högye; [2017]
    Nyckelord :Game Design Patterns; Game Design; Real Time Strategy; RTS; AI; Level Design;

    Sammanfattning : Communicating design is in many aspects a difficult process. Game design is not only directives on look and feel, but also carries intentionality. To properly convey intentionality, a common abstract vocabulary is a well-established method for expressing design. Game design patterns are an attempt to formalize and establish such a vocabulary. LÄS MER

  5. 5. Framtagning av byggordningar för rts-spel med hjälp av samevolvering

    Kandidat-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Per Näslund; [2016]
    Nyckelord :genetiska algoritmer; samevolution; RTS-spel; byggordningar;

    Sammanfattning : Det här arbetet undersöker hur konkurrenskraftiga byggordningar det går att generera genom att använda sig av en genetisk algoritm baserad på samevolution. För att realisera detta togs det fram en experimentmiljö genom att modifiera en utgåva av en open source spelmotor. LÄS MER