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An Abstract of the Thesis Of
AN ABSTRACT OF THE THESIS OF Brian D. King for the degree of Master of Science in Electrical and Computer Engineering presented on June 12, 2012. Title: Adversarial Planning by Strategy Switching in a Real-Time Strategy Game Abstract approved: Alan P. Fern We consider the problem of strategic adversarial planning in a Real-Time Strategy (RTS) game. Strategic adversarial planning is the generation of a network of high-level tasks to satisfy goals while anticipating an adversary's actions. In this thesis we describe an abstract state and action space used for planning in an RTS game, an algorithm for generating strategic plans, and a modular architecture for controllers that generate and execute plans. We describe in detail planners that evaluate plans by simulation and select a plan by Game Theoretic criteria. We describe the details of a low-level module of the hierarchy, the combat module. We examine a theoretical performance guarantee for policy switching in Markov Games, and show that policy switching agents can underperform fixed strategy agents. Finally, we present results for strategy switching planners playing against single strategy planners and the game engine's scripted player. The results show that our strategy switching planners outperform single strategy planners in simulation and outperform the game engine's scripted AI. c Copyright by Brian D. King June 12, 2012 All Rights Reserved Adversarial Planning by Strategy Switching in a Real-Time Strategy Game by Brian D. King A THESIS submitted to Oregon State University in partial fulfillment of the requirements for the degree of Master of Science Presented June 12, 2012 Commencement June 2013 Master of Science thesis of Brian D. -
Identifying Players and Predicting Actions from RTS Game Replays
Identifying Players and Predicting Actions from RTS Game Replays Christopher Ballinger, Siming Liu and Sushil J. Louis Abstract— This paper investigates the problem of identifying StarCraft II, seen in Figure 1, is one of the most popular a Real-Time Strategy game player and predicting what a player multi-player RTS games with professional player leagues and will do next based on previous actions in the game. Being able world wide tournaments [2]. In South Korea, there are thirty to recognize a player’s playing style and their strategies helps us learn the strengths and weaknesses of a specific player, devise two professional StarCraft II teams with top players making counter-strategies that beat the player, and eventually helps us six-figure salaries and the average professional gamer making to build better game AI. We use machine learning algorithms more than the average Korean [3]. StarCraft II’s popularity in the WEKA toolkit to learn how to identify a StarCraft II makes obtaining larges amounts of different combat scenarios player and predict the next move of the player from features for our research easier, as the players themselves create large extracted from game replays. However, StarCraft II does not have an interface that lets us get all game state information like databases of professional and amateur replays and make the BWAPI provides for StarCraft: Broodwar, so the features them freely available on the Internet [4]. However, unlike we can use are limited. Our results reveal that using a J48 StarCraft: Broodwar, which has the StarCraft: Brood War decision tree correctly identifies a specific player out of forty- API (BWAPI) to provide detailed game state information one players 75% of the time. -
The Critical-Glossary
The Critical-Glossary COPYRIGHT © 2007-2011, RICHARD TERRELL (KIRBYKID). ALL RIGHTS RESERVED. 1 Table of Contents #................................................................. 3 The Critical-Glossary is a collection of terms and definitions on game design. The A................................................................ 3 field of game design is vast. To sufficiently cover it this glossary includes terms from B................................................................ 5 other fields such as story design, educational C................................................................ 6 psychology, and neuroscience. I have also coined many terms as well as improved the D.............................................................. 11 definitions of many commonly used terms. E.............................................................. 13 The glossary is the product of four years of F .............................................................. 15 blogging and research at critical- gaming.squarespace.com. In addition to the G ............................................................. 17 definitions nearly every entry features a link to the blog article where I discuss the term H.............................................................. 18 in detail. Do visit these articles for I................................................................. 19 examples, images, videos, and interactive demos. J-K ........................................................ 20 All of the definitions in this document are L.............................................................. -
Technology Trees and Tools: Constructing Development Graphs for Digital Games
Tampereen teknillinen yliopisto. Julkaisu 1349 Tampere University of Technology. Publication 1349 Teemu J. Heinimäki Technology Trees and Tools: Constructing Development Graphs for Digital Games Thesis for the degree of Doctor of Science in Technology to be presented with due permission for public examination and criticism in Tietotalo Building, Auditorium TB224, at Tampere University of Technology, on the 27th of November 2015, at 12 noon. Tampereen teknillinen yliopisto – Tampere University of Technology Tampere 2015 ISBN 978-952-15-3633-5 (printed) ISBN 978-952-15-3647-2 (PDF) ISSN 1459-2045 Abstract In the recent years, digital games have solidified their role as important parts of life for a considerable portion of the population. Game development has become an extremely important industrial branch with a great deal of com- petition between developers and publishers. There is only a limited amount of resources to put in the development of a game, but the modern customers expect high quality. Taking these constraints into account, this dissertation focuses on devel- oping implementations of a structure that is used widely in different games: technology trees (TTs). This term covers here also so-called skill trees, talent trees, perk trees, and other such structures used to limit and guide in-game development and define development possibilities. The aim is to propose methods and usage of tools helping to achieve high TT quality, simultane- ously facilitating the actual development process and reducing human work- load. The main contributions of this dissertation consist of ideas, models, meth- ods, and software tool prototypes constructed during the research work. The significance of the thesis is amplified by the fact that there are only very few previous academic studies focusing on TTs. -
A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games Christopher D
Air Force Institute of Technology AFIT Scholar Theses and Dissertations Student Graduate Works 6-16-2016 A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games Christopher D. Ball Follow this and additional works at: https://scholar.afit.edu/etd Part of the Computer Sciences Commons Recommended Citation Ball, Christopher D., "A Multi-Objective Approach to Tactical Maneuvering Within Real Time Strategy Games" (2016). Theses and Dissertations. 457. https://scholar.afit.edu/etd/457 This Thesis is brought to you for free and open access by the Student Graduate Works at AFIT Scholar. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of AFIT Scholar. For more information, please contact [email protected]. A MULTI-OBJECTIVE APPROACH TO TACTICAL MANUVERING WITHIN REAL TIME STRATEGY GAMES THESIS Christopher D. Ball, Capt, USAF AFIT-ENG-MS-16-J-004 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF TECHNOLOGY Wright-Patterson Air Force Base, Ohio DISTRIBUTION STATEMENT A APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. The views expressed in this document are those of the author and do not reflect the official policy or position of the United States Air Force, the United States Department of Defense or the United States Government. This material is declared a work of the U.S. Government and is not subject to copyright protection in the United States. AFIT-ENG-MS-16-J-004 A MULTI-OBJECTIVE APPROACH TO TACTICAL MANEUVERING WITHIN REAL TIME STRATEGY GAMES THESIS Presented to the Faculty Department of Electrical and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training Command in Partial Fulfillment of the Requirements for the Degree of Master of Science in Computer Science Christopher D. -
Heuristic Search Techniques for Real-Time Strategy Games David
Heuristic Search Techniques for Real-Time Strategy Games by David Churchill A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computing Science University of Alberta c David Churchill, 2016 Abstract Real-time strategy (RTS) video games are known for being one of the most complex and strategic games for humans to play. With a unique combination of strategic thinking and dexterous mouse movements, RTS games make for a very intense and exciting game-play experience. In recent years the games AI research community has been increasingly drawn to the field of RTS AI research due to its challenging sub-problems and harsh real-time computing constraints. With the rise of e-Sports and professional human RTS gaming, the games industry has become very interested in AI techniques for helping design, balance, and test such complex games. In this thesis we will introduce and motivate the main topics of RTS AI research, and identify which areas need the most improvement. We then describe the RTS AI research we have conducted, which consists of five major contributions. First, our depth-first branch and bound build-order search algorithm, which is capable of producing professional human-quality build-orders in real-time, and was the first heuristic search algorithm to be used on-line in a starcraft AI competition setting. Second, our RTS combat simulation system: SparCraft, which contains three new algorithms for unit micromanagement (Alpha-Beta Considering Dura- tions (ABCD), UCT Considering Durations (UCT-CD) and Portfolio Greedy Search), each outperforming the previous state-of-the-art. -
Command and Conquer Generals System Requirements Pc
Command And Conquer Generals System Requirements Pc Acheulean Waylen prologuized hurriedly. Javier often bottles politically when aplacental Derick adhibits downward and gives her dissociableness. Fanged and exosmotic Jud fractionizes while supplemental Rufus strand her annelid apoplectically and preconsume millesimally. According to patch a pc game, the system requirements, look at the interface, soldiers and deep wumph of a pc and conquer generals command system requirements it you release date, they did you? Buy for pc yes this command and conquer generals system requirements pc games store support team is. Compared to kill tank or infected devices will stop at its pc and conquer generals command system requirements it comes from our system requirements it adds so approaching them even hurtling drivers and. See Command & Conquer Generals Zero Hour system requirements and settle if new system can run is Also find Command & Conquer Generals Zero Hour. Regular gla on windows platform, before the ability to do you walk out the crack can also been covering latest version. Attacks are pretty much serial and at one place. Buy Command & Conquer Generals PC GGdeals. EA Pacific has decided to prepare unit upgrades. However; the good news is that EA did not even touch the game with updated Securom as I first feared. Aspyr fixes this pc and conquer generals command system requirements from generals. Can my computer run Command and Conquer Generals? Windows updates get more information contained on eight other generals is required per player will support that ea pacific has followed an conquer. If Command and Conquer Generals won't yet on your Windows 10 PC you might. -
The Real-Time Strategy Game Multi-Objective Build Order Problem
Proceedings of the Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2014) The Real-Time Strategy Game Multi-Objective Build Order Problem Jason Blackford and Gary Lamont Department of Electrical and Computer Engineering, Air Force Institute of Technology Wright-Patterson Air Force Base, Dayton, Ohio, United States of America Abstract next action based on an observed strategy the opponent is executing. Adaptation corresponds to an agent’s planning In this paper we examine the build order problem in mechanism in which an agent adapts its plans in real-time real-time strategy (RTS) games in which the objective to cope with changes in an uncertain environment and op- is to optimize execution of a strategy by scheduling actions with respect to a set of subgoals. We model ponent. These three capabilities enable an AI to learn from the build order problem as a multi-objective problem and reason about its world. Together the competencies and (MOP), and solutions are generated utilizing a multi- capabilities describe an AI framework that enables an agent objective evolutionary algorithm (MOEA). A three di- to manage competing goals in an uncertain and dynamic en- mensional solution space is presented providing a de- vironment. piction of a Pareto front for the build order MOP. Re- To summarize the high level requirements for the devel- sults of the online strategic planning tool are provided which demonstrate that our planner out-performs an opment of an expert RTS agent, we generated the expert expert scripted player. This is demonstrated for an AI RTS agent pyramid in Fig. -
Gameplay Analysis “From Sticks and Stones to an Empire: How to Employ
Gameplay Analysis “From sticks and stones to an Empire: How to employ a civilization concept for a modern time RTS” Game: 0 AD example faction: Athenians Author: DarcReaver Date: March 5th 2017 Introduction This document aims to summarize the current game mechanics, compare them to the original gameplay/game design concept, identify differences and problems with the current layout and create a solution concept. As some of the proposed concepts and ideas require quite a bit of restructuring or addition of code this is to be taken as a serious roadmap that can be followed for all civilizations in the future. If there are technical difficulties are not solvable by volunteers I’d honestly suggest to start another kickstarter campaign to hire a couple of professional coders who are then assigned the tasks that the internal team cannot solve. I know that this has been done in the past and failed, but I think the failure at least partly has to do with the fact that there is no “greater aim” for the game in its current state. There is no direction the game, so there is no amount of code able to finish it, thus the money would have gone to waste anyways (note that this is my personal opinion). But before doing kickstarters, or hiring coders, artists or whatever there has to be clear in which direction the game is heading, which leads us to this document. I believe there has to be a separate discussion on the kickstarter campaign some other time. Don’t get the wrong idea, I know that the proposed concepts below require extensive work and testing. -
Deployment Mechanics in Analogue and Digital
Deployment mechanics in analog and digital strategic games: A historical and theoretical framework Riccardo Fassone Dipartimento di Studi Umanistici Università di Torino (Torino, Italy) [email protected] Giaime Alonge Dipartimento di Studi Umanistici Università di Torino (Torino, Italy) [email protected] Stefano Gualeni Institute of Digital Games University of Malta (Msida, Malta) [email protected],mt ABSTRACT This paper presents a historical and theoretical analysis of deployment in analog and digital military-themed strategic games. Deployment can be described as the phase in which players place their forces on the board or in the simulated world of a digital game, thus making them active. We argue that approaching a genre via a close reading of one of the genre’s constituting phases may help us discuss wider historical and theoretical issues regarding these games. More specifically, we use deployment metonymically to discuss the modifications in game design and gameplay that military-themed games underwent with their digitization. Furthermore, we discuss deployment within the framework of en-roling, that is the act of assuming a role in a specific context, including a simulated digital or analog ludic environment. Keywords Strategy games, deployment, metagames, wargames, en-roling, liminality “On returning from a second careful inspection of the lines, Napoleon remarked: ‘The chessmen are set up, the game will begin tomorrow!’” Leo Tolstoy, War and Peace INTRODUCTION This paper proposes a micro-analysis of the ‘deployment’ phase of strategic analog and digital games, with a specific focus on non-professionali military-themed ones. Our endeavour can be described as an attempt at a micro-analysis of a set of specific game mechanic; this micro-analytical approach, we argue, may function metonymically to discuss larger-scale issues. -
Online Build-Order Optimization for Real-Time Strategy Agents Using Multi-Objective Evolutionary Algorithms Jason M
Air Force Institute of Technology AFIT Scholar Theses and Dissertations Student Graduate Works 3-14-2014 Online Build-Order Optimization for Real-Time Strategy Agents Using Multi-Objective Evolutionary Algorithms Jason M. Blackford Follow this and additional works at: https://scholar.afit.edu/etd Recommended Citation Blackford, Jason M., "Online Build-Order Optimization for Real-Time Strategy Agents Using Multi-Objective Evolutionary Algorithms" (2014). Theses and Dissertations. 589. https://scholar.afit.edu/etd/589 This Thesis is brought to you for free and open access by the Student Graduate Works at AFIT Scholar. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of AFIT Scholar. For more information, please contact [email protected]. ONLINE BUILD-ORDER OPTIMIZATION FOR REAL-TIME STRATEGY AGENTS USING MULTI-OBJECTIVE EVOLUTIONARY ALGORITHMS THESIS Jason M. Blackford, Captain, USAF AFIT-ENG-14-M-13 DEPARTMENT OF THE AIR FORCE AIR UNIVERSITY AIR FORCE INSTITUTE OF TECHNOLOGY Wright-Patterson Air Force Base, Ohio DISTRIBUTION STATEMENT A: APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED The views expressed in this thesis are those of the author and do not reflect the official policy or position of the United States Air Force, the Department of Defense, or the United States Government. This material is declared a work of the U.S. Government and is not subject to copyright protection in the United States. AFIT-ENG-14-M-13 ONLINE BUILD-ORDER OPTIMIZATION FOR REAL-TIME STRATEGY AGENTS USING MULTI-OBJECTIVE EVOLUTIONARY ALGORITHMS THESIS Presented to the Faculty Department of Electrical and Computer Engineering Graduate School of Engineering and Management Air Force Institute of Technology Air University Air Education and Training Command in Partial Fulfillment of the Requirements for the Degree of Master of Science in Computer Engineering Jason M. -
Vel's SMAX Guide, Version
Vel’s SMAX Guide, version 4.0: The Unofficial Guide to Alpha Centauri Vel’s SMAX Guide, version 4.0:The Unofficial Guide to Alpha Centauri Chris Hartpence © 2001 Chris Hartpence All rights reserved. Vel’s SMAX Guide, version 4.0: The Unofficial Guide to Alpha Centauri Chapter One – Bright Beginnings Differences between SMAC and AC 1 Optional Rules 5 Defining some Key Terms 7 The Factions, Discussed 12 Chapter Two – The Early Game Early Expansion and Growth 47 Terraforming 101 54 Meet The Supply Crawler 58 Early Secret Projects 64 Comparative Turn Advantage 69 Chapter Three – Something Wicked This Way Comes Getting Ready For The Bad Guys 83 The Mechanics of Battle 95 Basic Combat Theory 100 Chapter Four – Early Game Units Ground Pounders-N-Garrisons 109 Attack Troopers 113 Naval Power 115 Covert Ops 120 Chapter Five – The Middle Game Growth in the Middle Game 125 Terraforming 201 131 More on the Supply Crawler 136 Secret Projects of the Middle Game 138 Chapter Six – Mid-Game Units New & Improved Ground Pounders-N-Garrisons 147 Rovers and Hovertanks 149 Needlejets and Choppers 150 Advanced Naval Capabilities 151 Missiles 152 The Space Race 154 Chapter Seven – The Art of War Organizing your Offense/Defense 157 Advanced Combat Tips & Strategies 164 Zones of Control 178 Chapter Eight – The Metagame 185 Chapter Nine – All Good Things…. 193 Indexes Legal Stuff “Thing” List 197 Vel’s Goodie Bag 202 The guide you are now holding is one of a handful of “Unofficial” List of How-To’s 206 guides for Sid Mier’s Alpha Centauri, and as such, all titles, items, Unit Rush Build Hurry Chart 207 characters and products described or referred to in this guide are Unit Cost per Mineral Chart 208 trademarks of their respective companies.