Real-time strategy

Results: 175



#Item
11Blizzard games / Windows games / Fuzzy logic / StarCraft / Multiplayer online games / Fuzzy control system / Fuzzy set / Rush / Real-time strategy

Reactive Strategy Choice in StarCraft by Means of Fuzzy Control Mike Preuss Daniel Kozakowski

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Source URL: eldar.mathstat.uoguelph.ca

Language: English - Date: 2016-07-12 12:05:04
12Windows games / Blizzard games / StarCraft / Multiplayer online games / Genetic algorithms / Cigar / Real-time strategy / Randomness / Chromosome / Artificial neural network / Evolutionary computation

Using CIGAR for Finding Effective Group Behaviors in RTS Game Siming Liu, Sushil J. Louis and Monica Nicolescu Dept. of Computer Science and Engineering University of Nevada, Reno 1664 N. Virginia Street, Reno NV, 89557

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Source URL: eldar.mathstat.uoguelph.ca

Language: English - Date: 2016-07-12 12:05:04
13Windows games / Blizzard games / Multiplayer online games / Video games with isometric graphics / StarCraft / Video game bot / Real-time strategy / Internet bot / Artificial intelligence / Fog of war / Prediction

Comparison of Human and AI Bots in StarCraft with Replay Data Mining Ho-Chul Cho Kyung-Joong Kim*

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Source URL: eldar.mathstat.uoguelph.ca

Language: English - Date: 2016-07-12 12:05:04
14Software / Gaming / Windows games / Digital media / Video game development / Video game genres / Linux games / Artificial intelligence / Real-time strategy / Strategy video game / Video game / Command & Conquer: Generals

Using Co-evolved RTS Opponents to Teach Spatial Tactics Greg Smith, Phillipa Avery, Ramona Houmanfar and Sushil Louis Abstract—This paper describes a co-evolutionary algorithm for generating simple spatially oriented t

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Source URL: game.itu.dk

Language: English - Date: 2010-08-11 15:23:00
15Software / Windows games / Digital media / Gaming / Video game genres / Total Annihilation / Real-time strategy / Internet bot / Strategy video game / Spring Engine / Rise of Nations

Dealing with Fog of War in a Real Time Strategy Game Environment Johan Hagelb¨ack and Stefan J. Johansson A. Research Question and Methodology Abstract— Bots for Real Time Strategy (RTS) games provide

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:39
16Video game development / Software / Gaming / Artificial intelligence / Video game bot / Phalanx / Machine learning / Real-time strategy / Formation

Dynamic Formations in Real-Time Strategy Games Marcel van der Heijden, Sander Bakkes, and Pieter Spronck A. Formations Abstract— Current approaches to organising units in strategic video games are typically implemented

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:39
17Software / Operations research / Artificial neural networks / Applied mathematics / Windows games / Statistics / Dimension reduction / Self-organizing map / Computational neuroscience / Glest / Mathematical optimization / Simulation

Intelligent Anti-Grouping in Real-Time Strategy Games Nicola Beume, Tobias Hein, Boris Naujoks, Nico Piatkowski, Mike Preuss, Simon Wessing Tactical defense: In case the AI is attacked, possibly by multiple enemy groups,

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:42
18Computational neuroscience / Applied mathematics / Academia / Artificial intelligence / Cybernetics / Formal sciences / Artificial neural network / Mathematical psychology / Computational intelligence / Real-time strategy / Institute of Electrical and Electronics Engineers / Strategy game

Microsoft Word - EvolvingNeuralNPCswithLayeredInfluenceMap_4장짜리_-1123.docx

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:36
19Bots / Windows games / Linux games / Video game genres / Video game bot / Video game development / Internet bot / Spring Engine / Real-time strategy / Unreal Tournament / Strategy video game / Cheating in video games

A Study on Human like Characteristics in Real Time Strategy Games Johan Hagelb¨ack and Stefan J. Johansson Member IEEE Abstract— Computer controlled characters (N PCs) are important in any video game to make the game

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Source URL: game.itu.dk

Language: English - Date: 2010-08-10 12:41:00
20Software / Artificial life / Windows games / Gaming / Application software / Flocking / Boids / Flock / Swarm behaviour / Glest / Real-time strategy

Intelligent Moving of Groups in Real-Time Strategy Games Holger Danielsiek, Raphael St¨uer, Andreas Thom, Nicola Beume, Boris Naujoks, Mike Preuss of a group because every unit shows a unique behavior while the group st

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Source URL: www.csse.uwa.edu.au

Language: English - Date: 2009-02-05 01:17:42
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