An Integrated Agent for Playing Real-Time Strategy Games
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Haxe Game Development Essentials
F re e S a m p le Community Experience Distilled Haxe Game Development Essentials Create games on multiple platforms from a single codebase using Haxe and the HaxeFlixel engine Jeremy McCurdy In this package, you will find: The author biography A preview chapter from the book, Chapter 1 'Getting Started' A synopsis of the book’s content More information on Haxe Game Development Essentials About the Author Jeremy McCurdy is a game developer who has been making games using ActionScript, C#, and Haxe for over four years. He has developed games targeted at iOS, Android, Windows, OS X, Flash, and HTML5. He has worked on games that have had millions of gameplay sessions, and has built games for many major North American television networks. He is the games technical lead at REDspace, an award-winning interactive studio that has worked for some of the world's largest brands. They are located in Nova Scotia, Canada, and have been building awesome experiences for 15 years. Preface Developing games that can reach a wide audience can often be a serious challenge. A big part of the problem is fi guring out how to make a game that will work on a wide range of hardware and operating systems. This is where Haxe comes in. Over the course of this book, we'll look at getting started with Haxe and the HaxeFlixel game engine, build a side-scrolling shooter game that covers the core features you need to know, and prepare the game for deployment to multiple platforms. After completing this book, you will have the skills you need to start producing your own cross-platform Haxe-driven games! What this book covers Chapter 1, Getting Started, explains setting up the Haxe and HaxeFlixel development environment and doing a quick Hello World example to ensure that everything is working. -
Building a Java First-Person Shooter
3D Java Game Programming – Episode 0 Building a Java First-Person Shooter Episode 0 [Last update: 5/03/2017] These notes are intended to accompany the video sessions being presented on the youtube channel “3D Java Game Programming” by youtube member “The Cherno” at https://www.youtube.com/playlist?list=PL656DADE0DA25ADBB. I created them as a way to review the material and explore in more depth the topics presented. I am sharing with the world since the original work is based on material freely and openly available. Note: These notes DO NOT stand on their own, that is, I rely on the fact that you viewed and followed along the video and may want more information, clarification and or the material reviewed from a different perspective. The purpose of the videos is to create a first-person shooter (FPS) without using any Java frameworks such as Lightweight Java Game Library (LWJGL), LibGDX, or jMonkey Game Engine. The advantages to creating a 3D FPS game without the support of specialized game libraries that is to limit yourself to the commonly available Java classes (not even use the Java 2D or 3D APIs) is that you get to learn 3D fundamentals. For a different presentation style that is not geared to following video episodes checkout my notes/book on “Creating Games with Java.” Those notes are more in a book format and covers creating 2D and 3D games using Java in detail. In fact, I borrow or steal from these video episode notes quite liberally and incorporate into my own notes. Prerequisites You should be comfortable with basic Java programming knowledge that would be covered in the one- semester college course. -
Tribes: a New Turn-Based Strategy Game for AI Research
Tribes: A New Turn-Based Strategy Game for AI Research Diego Perez-Liebana, Yu-Jhen Hsu, Stavros Emmanouilidis, Bobby Dewan Akram Khaleque, Raluca D. Gaina School of Electronic Engineering and Computer Science Queen Mary University of London, UK Abstract two main methods that provide the functionality required by SFP (next - to advance the game state, and copy - to This paper introduces Tribes, a new turn-based strategy game clone it) can be computationally expensive in execution time framework. Tribes is a multi-player, multi-agent, stochastic and partially observable game that involves strategic and tac- and memory. That is one of the reasons why the more com- tical combat decisions. A good playing strategy requires the plex environments (e.g Starcraft II (Blizzard Entertainment management of a technology tree, build orders and economy. 2010)) do not provide a FM API for AI agents. The framework provides a Forward Model, which can be There has been some previous work on frameworks used by Statistical Forward Planning methods. This paper de- that incorporate FM access for SFP in strategy games. scribes the framework and the opportunities for Game AI re- Some of these benchmarks are concerned with the manage- search it brings. We further provide an analysis on the action space of this game, as well as benchmarking a series of agents ment of multiple units, such as HeroAIcademy (Justesen, (rule based, one step look-ahead, Monte Carlo, Monte Carlo Mahlmann, and Togelius 2016) and Bot Bowl (Justesen et Tree Search, and Rolling Horizon Evolution) to study their al. 2019). Santiago Ontan˜on’s´ µRTS (Ontan˜on´ et al. -
Introducing 2D Game Engine Development with Javascript
CHAPTER 1 Introducing 2D Game Engine Development with JavaScript Video games are complex, interactive, multimedia software systems. These systems must, in real time, process player input, simulate the interactions of semi-autonomous objects, and generate high-fidelity graphics and audio outputs, all while trying to engage the players. Attempts at building video games can quickly be overwhelmed by the need to be well versed in software development as well as in how to create appealing player experiences. The first challenge can be alleviated with a software library, or game engine, that contains a coherent collection of utilities and objects designed specifically for developing video games. The player engagement goal is typically achieved through careful gameplay design and fine-tuning throughout the video game development process. This book is about the design and development of a game engine; it will focus on implementing and hiding the mundane operations and supporting complex simulations. Through the projects in this book, you will build a practical game engine for developing video games that are accessible across the Internet. A game engine relieves the game developers from simple routine tasks such as decoding specific key presses on the keyboard, designing complex algorithms for common operations such as mimicking shadows in a 2D world, and understanding nuances in implementations such as enforcing accuracy tolerance of a physics simulation. Commercial and well-established game engines such as Unity, Unreal Engine, and Panda3D present their systems through a graphical user interface (GUI). Not only does the friendly GUI simplify some of the tedious processes of game design such as creating and placing objects in a level, but more importantly, it ensures that these game engines are accessible to creative designers with diverse backgrounds who may find software development specifics distracting. -
Special Tactics: a Bayesian Approach to Tactical Decision-Making Gabriel Synnaeve, Pierre Bessière
Special Tactics: a Bayesian Approach to Tactical Decision-making Gabriel Synnaeve, Pierre Bessière To cite this version: Gabriel Synnaeve, Pierre Bessière. Special Tactics: a Bayesian Approach to Tactical Decision-making. Proceedings of the IEEE Conference on Computational Intelligence and Games, Sep 2012, Granada, Spain. pp.978-1-4673-1194-6/12/ 409-416. hal-00752841 HAL Id: hal-00752841 https://hal.archives-ouvertes.fr/hal-00752841 Submitted on 16 Nov 2012 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Special Tactics: a Bayesian Approach to Tactical Decision-making Gabriel Synnaeve ([email protected]) and Pierre Bessiere` ([email protected]) Abstract—We describe a generative Bayesian model of tactical intention Strategy (tech tree, 3 min time to switch behaviors attacks in strategy games, which can be used both to predict army composition) attacks and to take tactical decisions. This model is designed to partial easily integrate and merge information from other (probabilistic) information estimations and heuristics. In particular, it handles uncertainty Tactics (army 30 sec in enemy units’ positions as well as their probable tech tree. We positions) claim that learning, being it supervised or through reinforcement, more adapts to skewed data sources. -
Re-Purposing Commercial Entertainment Software for Military Use
Calhoun: The NPS Institutional Archive Theses and Dissertations Thesis Collection 2000-09 Re-purposing commercial entertainment software for military use DeBrine, Jeffrey D. Monterey, California. Naval Postgraduate School http://hdl.handle.net/10945/26726 HOOL NAV CA 9394o- .01 NAVAL POSTGRADUATE SCHOOL Monterey, California THESIS RE-PURPOSING COMMERCIAL ENTERTAINMENT SOFTWARE FOR MILITARY USE By Jeffrey D. DeBrine Donald E. Morrow September 2000 Thesis Advisor: Michael Capps Co-Advisor: Michael Zyda Approved for public release; distribution is unlimited REPORT DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per response, including the time for reviewing instruction, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information, including suggestions for reducing this burden, to Washington headquarters Services, Directorate for Information Operations and Reports, 1215 Jefferson Davis Highway, Suite 1204, Arlington, VA 22202-4302, and to the Office of Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1 . AGENCY USE ONLY (Leave blank) 2. REPORT DATE REPORT TYPE AND DATES COVERED September 2000 Master's Thesis 4. TITLE AND SUBTITLE 5. FUNDING NUMBERS Re-Purposing Commercial Entertainment Software for Military Use 6. AUTHOR(S) MIPROEMANPGS00 DeBrine, Jeffrey D. and Morrow, Donald E. 8. PERFORMING 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) ORGANIZATION REPORT Naval Postgraduate School NUMBER Monterey, CA 93943-5000 9. SPONSORING / MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSORING/ Office of Economic & Manpower Analysis MONITORING AGENCY REPORT 607 Cullum Rd, Floor IB, Rm B109, West Point, NY 10996-1798 NUMBER 11. -
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. -
REPRESENTING UNCERTAINTY in RTS GAMES M.Sc. PROJECT REPORT
REPRESENTING UNCERTAINTY IN RTS GAMES Björn Jónsson Master of Science Software Engineering January 2012 School of Computer Science Reykjavík University M.Sc. PROJECT REPORT Representing Uncertainty in RTS Games by Björn Jónsson Project report submitted to the School of Computer Science at Reykjavík University in partial fulfillment of the requirements for the degree of Master of Science in Software Engineering January 2012 Project Report Committee: Dr. Yngvi Björnsson, Supervisor Accociate Professor, Reykjavík University, Iceland Dr. Hannes Högni Vilhjálmsson Accociate Professor, Reykjavík University, Iceland Dr. Jón Guðnason Assistant Professor, Reykjavík University, Iceland Copyright Björn Jónsson January 2012 Representing Uncertainty in RTS Games Björn Jónsson January 2012 Abstract Real-time strategy (RTS) games are partially observable environments, re- quiring players to reason under uncertainty. The main source of uncertainty in RTS games is that players do not initially know the game map, including what units the opponent has created. This information gradually improves, in part by exploring, as the game progresses. To compensate for this uncer- tainty, human players use their experience and domain knowledge to estimate the combination of units that opponents control, and make decisions based on these estimates. For RTS game AI to mimic this behavior of human players, a suitable knowledge representation is required. The order in which units can be created in RTS games is conditioned by a game specific technology tree where units represented by parent nodes in the tree need to be created before units represented by child nodes can be created. We propose the use of a Bayesian Network (BN) to represent the beliefs that RTS game AI players have about the expansion of the technology tree of their opponents. -
Mining Software Repositories to Assist Developers and Support Managers
Mining Software Repositories to Assist Developers and Support Managers by Ahmed E. Hassan A thesis presented to the University of Waterloo in fulfilment of the thesis requirement for the degree of Doctor of Philosophy in Computer Science Waterloo, Ontario, Canada, 2004 c Ahmed E. Hassan 2004 I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. ii Abstract This thesis explores mining the evolutionary history of a software system to support software developers and managers in their endeavors to build and maintain complex software systems. We introduce the idea of evolutionary extractors which are special- ized extractors that can recover the history of software projects from soft- ware repositories, such as source control systems. The challenges faced in building C-REX, an evolutionary extractor for the C programming lan- guage, are discussed. We examine the use of source control systems in industry and the quality of the recovered C-REX data through a survey of several software practitioners. Using the data recovered by C-REX, we develop several approaches and techniques to assist developers and managers in their activities. We propose Source Sticky Notes to assist developers in understanding legacy software systems by attaching historical information to the depen- dency graph. We present the Development Replay approach to estimate the benefits of adopting new software maintenance tools by reenacting the development history. We propose the Top Ten List which assists managers in allocating test- ing resources to the subsystems that are most susceptible to have faults. -
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5
Narrative Representation and Ludic Rhetoric of Imperialism in Civilization 5 Masterarbeit im Fach English and American Literatures, Cultures, and Media der Philosophischen Fakultät der Christian-Albrechts-Universität zu Kiel vorgelegt von Malte Wendt Erstgutachter: Prof. Dr. Christian Huck Zweitgutachter: Tristan Emmanuel Kugland Kiel im März 2018 Table of contents 1 Introduction 1 2 Hypothesis 4 3 Methodology 5 3.1 Inclusions and exclusions 5 3.2 Structure 7 4 Relevant postcolonial concepts 10 5 Overview and categorization of Civilization 5 18 5.1 Premise and paths to victory 19 5.2 Basics on rules, mechanics, and interface 20 5.3 Categorization 23 6 Narratology: surface design 24 6.1 Paratexts and priming 25 6.1.1 Announcement trailer 25 6.1.2 Developer interview 26 6.1.3 Review and marketing 29 6.2 Civilizations and leaders 30 6.3 Universal terminology and visualizations 33 6.4 Natural, National, and World Wonders 36 6.5 Universal history and progress 39 6.6 User interface 40 7 Ludology: procedural rhetoric 43 7.1 Defining ludological terminology 43 7.2 Progress and the player element: the emperor's new toys 44 7.3 Unity and territory: the worth of a nation 48 7.4 Religion, Policies, and Ideology: one nation under God 51 7.5 Exploration and barbarians: into the heart of darkness 56 7.6 Resources, expansion, and exploitation: for gold, God, and glory 58 7.7 Collective memory and culture: look on my works 62 7.8 Cultural Victory and non-violent relations: the ballot 66 7.9 Domination Victory and war: the bullet 71 7.10 The Ex Nihilo Paradox: build like an Egyptian 73 7.11 The Designed Evolution Dilemma: me, the people 77 8 Conclusion and evaluation 79 Deutsche Zusammenfassung 83 Bibliography 87 1 Introduction “[V]ideo games – an important part of popular culture – mediate ideology, whether by default or design.” (Hayse, 2016:442) This thesis aims to uncover the imperialist and colonialist ideologies relayed in the video game Sid Meier's Civilization V (2K Games, 2010) (abbrev. -
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This is the author’s version of a work that was submitted/accepted for pub- lication in the following source: Sweetser, Penelope, Johnson, Daniel M., Wyeth, Peta,& Ozdowska, Anne (2012) GameFlow heuristics for designing and evaluating real-time strat- egy games. In Proceedings of the 8th Australasian Conference on Inter- active Entertainment: Playing the System, ACM, Aotea Centre, Auckland, New Zealand. This file was downloaded from: http://eprints.qut.edu.au/58220/ c Copyright 2012 ACM Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for compo- nents of this work owned by others than ACM must be honored. Abstract- ing with credit is permitted. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Notice: Changes introduced as a result of publishing processes such as copy-editing and formatting may not be reflected in this document. For a definitive version of this work, please refer to the published source: http://dx.doi.org/10.1145/2336727.2336728 GameFlow Heuristics for Designing and Evaluating Real-Time Strategy Games Penelope Sweetser Daniel Johnson Peta Wyeth Queensland University of Technology Queensland University of Technology Queensland University of Technology Brisbane, Australia Brisbane, Australia Brisbane, Australia [email protected] [email protected] [email protected] Anne Ozdowska Queensland University of Technology Brisbane, Australia [email protected] ABSTRACT Pervasive GameFlow [14], EGameFlow [10], RTS-GameFlow The GameFlow model strives to be a general model of player [8], as well as a number of others. -
Uva-DARE (Digital Academic Repository)
UvA-DARE (Digital Academic Repository) Engineering emergence: applied theory for game design Dormans, J. Publication date 2012 Link to publication Citation for published version (APA): Dormans, J. (2012). Engineering emergence: applied theory for game design. Creative Commons. General rights It is not permitted to download or to forward/distribute the text or part of it without the consent of the author(s) and/or copyright holder(s), other than for strictly personal, individual use, unless the work is under an open content license (like Creative Commons). Disclaimer/Complaints regulations If you believe that digital publication of certain material infringes any of your rights or (privacy) interests, please let the Library know, stating your reasons. In case of a legitimate complaint, the Library will make the material inaccessible and/or remove it from the website. Please Ask the Library: https://uba.uva.nl/en/contact, or a letter to: Library of the University of Amsterdam, Secretariat, Singel 425, 1012 WP Amsterdam, The Netherlands. You will be contacted as soon as possible. UvA-DARE is a service provided by the library of the University of Amsterdam (https://dare.uva.nl) Download date:28 Sep 2021 The object in constructing a dynamic model is to find unchanging laws that generate the changing configurations. These laws corre- spond roughly to the rules of a game. John H. Holland (1998, 45) 4 Machinations In the previous chapter we have seen that there are no consistent and widely accepted methodologies available for the development of games. Yet, the number of attempts and calls for such endeavors, indicate that a more formal approach to game design is warranted.