Sciweavers

7 search results - page 1 / 2
» SORTS: A Human-Level Approach to Real-Time Strategy AI
Sort
View
AIIDE
2007
14 years 1 months ago
SORTS: A Human-Level Approach to Real-Time Strategy AI
We developed knowledge-rich agents to play real-time strategy games by interfacing the ORTS game engine to the Soar cognitive architecture. The middleware we developed supports gr...
Samuel Wintermute, Joseph Xu, John E. Laird
IJCAI
1989
14 years 9 hour ago
Input Data Management in Real-Time AI Systems
A real-time AI system in the real world needs to monitor an immense volume of data. To do this, the system must filter out much of the incoming data. However, it must remain re­ ...
Richard Washington, Barbara Hayes-Roth
GAMEON
2007
14 years 8 days ago
Opponent Modeling in Real-Time Strategy Games
Real-time strategy games present an environment in which game AI is expected to behave realistically. One feature of realistic behaviour in game AI is the ability to recognise the...
Frederik Schadd, Sander Bakkes, Pieter Spronck
ICCBR
2007
Springer
14 years 5 months ago
Case-Based Planning and Execution for Real-Time Strategy Games
Abstract. Artificial Intelligence techniques have been successfully applied to several computer games. However in some kinds of computer games, like real-time strategy (RTS) games...
Santiago Ontañón, Kinshuk Mishra, Ne...
CCIA
2010
Springer
13 years 5 months ago
cOncienS: Organizational Awareness in Real-Time Strategy Games
The implementation of AI in commercial games is usually based on low level designs that makes the control predictable, unadaptive, and non reusable. Reorithms such as HTN or GOAP p...
Sergio Álvarez-Napagao, Ignasi Gómez...