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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. -
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. -
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. -
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. -
Downloaded From
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. -
A Guide to Designing Skill Trees
A Guide to Designing Skill Trees Santeri Orava BACHELOR’S THESIS August 2019 Business Information Systems Game Development TIIVISTELMÄ Tampereen ammattikorkeakoulu Tietojenkäsittely Pelituotanto ORAVA, SANTERI Opas kykypuiden suunnitteluun Opinnäytetyö 33 sivua Elokuu 2019 Opinnäytetyössä luotiin pelikehittäjille tiivis opas kykypuiden suunnittelua varten sekä autettiin heitä päättämään, hyötyisikö heidän pelinsä kykypuiden lisäämisestä. Opinnäytetyössä tutkittiin kykypuiden historiaa, aina niiden esiasteista moderneihin kykypuihin saakka. Lisäksi analysoitiin sekä yksittäisten pelien kykypuita että kykypuita yleisesti. Tutkimusmenetelmänä käytettiin kvalitatiivista tutkimusta ja työssä hyödynnettiin pääasiallisesti toissijaista tutkimustietoa. Tietoja kerättiin kirjoista, verkkoartikkeleista ja pelien keskustelupalstoilta sekä arvosteluista. Tärkein tulos oli kykypuiden neljän suurimman vahvuuden löytäminen. Näistä vahvuuksista tuli perusta lähes koko työn teorialle. Kykypuiden analysointi tarjosi mielenkiintoisia oivalluksia sekä niiden toiminnasta että heikkouksista. Työssä onnistuttiin myös erittelemään kykypuiden eri osasia ja selvittämään miten kukin osa vaikuttaa kykypuiden toimintaan. Työ sisältää muutamia yksinkertaisia, mutta tärkeitä neuvoja, joiden avulla keskinkertaisen kykypuun voi muuttaa erinomaiseksi. Näin ollen opinnäytetyö auttanee pelikehittäjiä sekä kykypuiden suunnittelussa että niiden tarkoituksen ymmärtämisessä. Avainsanat: pelisuunnittelu, kykypuut ABSTRACT Tampereen ammattikorkeakoulu Tampere University of Applied -
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. -
D E N N I S K . C H
DENNIS K. CHAN The Story The First Thermonuclear War was not kind to the Earth. Over the last two centuries, civil unrest and climate change continued to ravage every region of the globe. Crop yields were plunging, resources were depleting, and poverty and crime were rampant. Humanity was facing extinction. The solution seemed clear: abandon Earth and find a new home among the stars. Faced with the prospect of annihilation, the remaining factions on Earth came together. On New Year’s Eve 2240, the Treaty of Scientific Exchange was signed at the old site of the Lincoln Memorial in Washington, D.C. The world’s resources were poured into spacefaring research, and all discoveries were shared on a globally distributed network. For the first time in history, humanity acted as one. In only six short years, the first hyper-spacecraft was built by the engineers of the Nishida-Østergaard Corporation under the leadership of Dr. Edmund Saito, and the technology was shared with the rest of the world. Humanity had finally entered the Spacefaring Era. Soon after this keystone discovery, other factions also researched primitive terraforming techniques, radiation-resistant crops, asteroid mining, and other key components for human survival outside the solar system. Countless exoplanet expeditions were initiated every month. Now that a solution has been found, ambition for power and control stirred in each faction once again... The Goal of the Game Beyond the Sun is a space civilization game where players collectively decide the technological progress of humankind at the dawn of the Spacefaring Era, while competing against each other to be the leading faction in economic development, science, and galactic influence. -
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. -
Simulating Mechanics to Study Emergence in Games
AAAI Technical Report WS-11-19 Simulating Mechanics to Study Emergence in Games Joris Dormans Amsterdam University of Applied Sciences Duivendrechtsekade 36-38 1096 AH, Amsterdam, the Netherlands Abstract finite state diagrams or Petri nets, are complex and not really accessible for non-programmers. What is more, these are This paper presents the latest version of the Machi- ill-suited to represent games at a sufficient level of abstrac- nations framework. This framework uses diagrams to represent the flow of tangible and abstract resources tion, on which structural features, such as feedback loops, through a game. This flow represents the mechanics that become immediately apparent. To this end, the Machina- make up a game’s interbal economy and has a large tions framework includes a diagrammatic language: Machi- impact on the emergent gameplay of most simulation nations diagrams which are designed to represent game me- games, strategy games and board games. This paper chanics in a way that is accessible, yet retains the same struc- shows how Machinations diagrams can be used simu- tural features and dynamic behavior of the game it repre- late and balance games before they are built. sents. Earlier versions of the framework were presented else- where (Dormans 2008; 2009). The version presented here Games that display dynamic, emergent behavior are hard to uses the same core elements as the previous version, al- design. One of the biggest challenges is that the mechan- though there have been minor changes and improvements. ics of these games require a delicate balance. Developers The main difference is a change in the resource connections must rely on frequent game testing to test for this balance. -
A Review of Real-Time Strategy Game AI
Articles A Review of Real-Time Strategy Game AI Glen Robertson, Ian Watson n This literature review covers AI techniques ames are an ideal domain for exploring the capabili- used for real-time strategy video games, focus- ties of artificial intelligence (AI) within a constrained ing specifically on StarCraft. It finds that the environment and a fixed set of rules, where problem- main areas of current academic research are G solving techniques can be developed and evaluated before in tactical and strategic decision making, plan recognition, and learning, and it outlines the being applied to more complex real-world problems (Scha- research contributions in each of these areas. effer 2001). AI has notably been applied to board games, The paper then contrasts the use of game AI such as chess, Scrabble, and backgammon, creating compe- in academe and industry, finding the aca- tition that has sped the development of many heuristic- demic research heavily focused on creating based search techniques (Schaeffer 2001). Over the past game-winning agents, while the industry decade, there has been increasing interest in research based aims to maximize player enjoyment. It finds on video game AI, which was initiated by Laird and van Lent that industry adoption of academic research (2001) in their call for the use of video games as a test bed is low because it is either inapplicable or too time-consuming and risky to implement in a for AI research. They saw video games as a potential area for new game, which highlights an area for iterative advancement in increasingly sophisticated scenar- potential investigation: bridging the gap ios, eventually leading to the development of human-level between academe and industry.