Dealing with Fog of War in a Real Time Strategy Game Environment

Document type: Conference Papers
Peer reviewed: Yes
Full text:
Author(s): Johan Hagelbäck, Stefan J. Johansson
Title: Dealing with Fog of War in a Real Time Strategy Game Environment
Conference name: IEEE Symposium on Computational Intelligence and Games
Year: 2008
Publisher: IEEE
City: Perth, Australia
Organization: Blekinge Institute of Technology
Department: School of Engineering - Dept. of Systems and Software Engineering (Sektionen för teknik – avd. för programvarusystem)
School of Engineering S- 372 25 Ronneby
+46 455 38 50 00
http://www.tek.bth.se/
Authors e-mail: johan.hagelback@bth.se, stefan.johansson@bth.se
Language: English
Abstract: Bots for Real Time Strategy (RTS) games provide a rich challenge to implement. A bot controls a number of units that may have to navigate in a partially unknown environment, while at the same time search for enemies and coordinate attacks to fight them down. It is often the case that RTS AIs cheat in the sense that they get perfect information about the game world to improve the performance of the tactics and planning behavior. We show how a multi-agent potential field based bot can be modified to play an RTS game without cheating, i.e. with incomplete information, and still be able to perform well without spending more resources than its cheating version in a tournament.
Subject: Computer Science\Artificial Intelligence
Digital Game Development\General
Keywords: Agents, Swarm Intelligence, Emergent Behavior, Computer Games, Imperfect Information, Fog of war
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