Automated terrain analysis in real-time strategy games
暂无分享,去创建一个
[1] D. Hunter Hale,et al. Automatically-generated Convex Region Decomposition for Real-time Spatial Agent Navigation in Virtual Worlds , 2021, AIIDE.
[2] Luke Perkins,et al. Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition , 2010, AIIDE.
[3] Carlos Roberto Lopes,et al. Maximization of the resource production in RTS games through stochastic search and planning , 2012, 2012 IEEE International Conference on Systems, Man, and Cybernetics (SMC).
[4] Kenneth D. Forbus,et al. How qualitative spatial reasoning can improve strategy game AIs , 2002, IEEE Intelligent Systems.
[5] Nicola Beume,et al. Towards Intelligent Team Composition and Maneuvering in Real-Time Strategy Games , 2010, IEEE Transactions on Computational Intelligence and AI in Games.
[6] Adi Botea,et al. Hierarchical path planning for multi-size agents in heterogeneous environments , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[7] Stefan J. Johansson,et al. Dealing with fog of war in a Real Time Strategy game environment , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.
[8] Kyung-Joong Kim,et al. Prediction of early stage opponents strategy for StarCraft AI using scouting and machine learning , 2012, WASA '12.
[9] Jonathan Schaeffer,et al. Monte Carlo Planning in RTS Games , 2005, CIG.
[10] John E. Laird,et al. Human-Level AI's Killer Application: Interactive Computer Games , 2000, AI Mag..
[11] Alan Fern,et al. UCT for Tactical Assault Planning in Real-Time Strategy Games , 2009, IJCAI.