Bots for real-time strategy (RTS) games may be very challenging to implement. A bot controls a number of units that will have to navigate in a partially unknown environment, while at the same time avoid each other, search for enemies, and coordinate attacks to fight them down. Potential fields are a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic environments. Although attempts have been made to transfer the technology to the gaming sector, assumed problems with efficiency and high costs for implementation have made the industry reluctant to adopt it. We present a multiagent potential field-based bot architecture that is evaluated in two different real-time strategy game settings and compare them, both in terms of performance, and in terms of softer attributes such as configurability with other state of-the-art solutions.We show that the solution is a highly configurable bot that can match the performance standards of traditional RTS bots. Furthermore, we show that our approach deals with Fog of War (imperfect information about the opponent units) surprisingly well.We also show that a multiagent potential field-based bot is highly competitive in a resource gathering scenario. ; Open Access Journal Article ID 910819
A Multiagent Potential Field-Based Bot for Real-Time Strategy Games
2009-01-01
Local oai:bth.se:forskinfo9E0BB0AE1648AC12C12575220024E1AE
Aufsatz (Zeitschrift)
Elektronische Ressource
Englisch
DDC: | 629 |
Multi-Agent Potential Field based Architectures for Real-Time Strategy Game Bots
BASE | 2012
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