Zobrazeno 1 - 10
of 144
pro vyhledávání: '"real-time strategy games"'
Autor:
Yudi Widhiyasana, Maisevli Harika, Fahmi Faturahman Nul Hakim, Fitri Diani, Kokoy Siti Komariah, Diena Rauda Ramdania
Publikováno v:
JOIV: International Journal on Informatics Visualization, Vol 6, Iss 2, Pp 298-305 (2022)
Controlling each member of the soldiers to carry out battle with Non-Playable Characters (NPC) is one of the secrets to winning Real-Time Strategy games. The game could be more complicated and offer a more engaging experience if every NPC acts like h
Externí odkaz:
https://doaj.org/article/b8219fa21f4a43aabc2a3d0e961ced6c
Akademický článek
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Autor:
Dor, Simon
StarCraft (Blizzard Entertainment, 1998) is a real-time strategy video game, placing the player in command of three extraterrestrial races fighting against each other for strategic control of resources, terrain, and power. Simon Dor examines the game
Externí odkaz:
https://library.oapen.org/handle/20.500.12657/86607
Publikováno v:
Mathematics, Vol 11, Iss 5, p 1243 (2023)
Games can be more than just a form of entertainment. Game spaces can be used to test different research ideas quickly, simulate real-life environments, develop non-playable characters (game agents) that interact alongside human players and much more.
Externí odkaz:
https://doaj.org/article/2f0d4e3908eb4eb1880ef67656b126d8
Autor:
Damijan Novak, Domen Verber
Publikováno v:
Tehnički Vjesnik, Vol 28, Iss 6, Pp 2127-2137 (2021)
Real-Time Strategy games (RTS) are representatives of the highest class of computational complexity in computer game genres. To cope with the high complexity of the state-action space of RTS game worlds, various Machine Learning algorithms are being
Externí odkaz:
https://doaj.org/article/0ac5c27f2f7443869cbe2aa0d460c778
Autor:
Ehab Z. Elfeky, Saber Elsayed, Luke Marsh, Daryl Essam, Madeleine Cochrane, Brendan Sims, Ruhul Sarker
Publikováno v:
IEEE Access, Vol 9, Pp 136647-136665 (2021)
Real-time strategy (RTS) games are a subgenre of strategy video games. Due to their importance in practical decision-making and digital entertainment over the last two decades, many researchers have explored different algorithmic approaches for contr
Externí odkaz:
https://doaj.org/article/05b513df260f4fb4a4d2b16a64c592aa
Publikováno v:
IEEE Access, Vol 8, Pp 15392-15409 (2020)
Recognizing the destination of a maneuvering agent is important to create intelligent AI players in Real Time Strategy (RTS) games. Among different ways of problem formulation, goal recognition can be solved as a model-based planning problem using of
Externí odkaz:
https://doaj.org/article/3216272051644a5f9825d784e6057f7b
Autor:
A. Torkaman, R. Safabakhsh
Publikováno v:
Journal of Artificial Intelligence and Data Mining, Vol 7, Iss 1, Pp 149-159 (2019)
Opponent modeling is a key challenge in Real-Time Strategy (RTS) games as the environment is adversarial in these games, and the player cannot predict the future actions of her opponent. Additionally, the environment is partially observable due to th
Externí odkaz:
https://doaj.org/article/07611cb8723b4142ab848a517a03bfda
Publikováno v:
IEEE Access, Vol 7, Pp 79320-79330 (2019)
As the basic problem of the real-time strategy (RTS) games, AI planning has attracted wide attention of researchers, but it still remains as a huge challenge due to its large searching space and real-time nature. The situation may get worse when the
Externí odkaz:
https://doaj.org/article/a7e4f0225272498d97b465d3bdb9a883
Autor:
Antešić, Ivan
To solve the multi-agent pathfinding (MAPF) problem, a collision-free path must be found for every individual in a group of agents. Over the years several MAPF algorithms were developed by researchers who claim their approaches are suitable for real-
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______3505::956b3fcedfd2651b100bfbeb90b9bacf
https://repozitorij.uni-lj.si/IzpisGradiva.php?id=141866
https://repozitorij.uni-lj.si/IzpisGradiva.php?id=141866