Sökning: "Real Time Strategy RTS Games"

Visar resultat 1 - 5 av 21 uppsatser innehållade orden Real Time Strategy RTS Games.

  1. 1. AI and real-time Strategy Games

    Master-uppsats, Stockholms universitet/Institutionen för data- och systemvetenskap

    Författare :Juan Pablo Botello Deras; [2023]
    Nyckelord :;

    Sammanfattning : As artificial intelligence continues to progress, applications hope to have AI perform tasks as good, if not better, than a human. A good way to test theoretical applications is through games, simple to complex. LÄS MER

  2. 2. 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

  3. 3. Combining Influence Maps and Potential Fields for AI Pathfinding

    Uppsats för yrkesexamina på avancerad nivå, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Filip Pentikäinen; Albin Sahlbom; [2019]
    Nyckelord :Pathfinding; Real-time performance; Influence map; Potential field; GPGPU; Pathfinding; Realtidsprestanda; Influence map; Potential field; GPGPU;

    Sammanfattning : This thesis explores the combination of influence maps and potential fields in two novel pathfinding algorithms, IM+PF and IM/PF, that allows AI agents to intelligently navigate an environment. The novel algorithms are compared to two established pathfinding algorithms, A* and A*+PF, in the real-time strategy (RTS) game StarCraft 2. LÄS MER

  4. 4. Undersökning av skillnader och likheter i användarvänlighetsproblem/styrkor för användargränssnitt av populära esporter inom populära genrer

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Elias Åkerlund; Johan Marbinah; [2019]
    Nyckelord :Användarvänlighet; Esport; Användargränssnitt; HUD; Spelklient; Matchsökning; FPS; MOBA; RTS; Videospel; ;

    Sammanfattning : Det senaste decenniet har esporter växt förvånansvärt mycket i popularitet. Fenomenet esport har lett till utvecklingen av en hel uppsjö olika genrer, som alla har sina distinkta problem hos deras användarvänlighet i dess olika gränssnitt [22]. LÄS MER

  5. 5. 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