This paper describes a approach for resource production in real-time strategy games (RTS Games). RTS games is a research area that presents interesting challenges for planning of concurrent actions, satisfaction of preconditions and resource management. Rather than working with fixed goals for resource production, we aim at achieving goals that maximize real-time resource production. The approach uses the Simulated Annealing (SA) algorithm as a search tool for deriving resource production goals. The authors have also developed a planning system that works in conjunction with SA to operate properly in a real-time environment. Analysis of performance compared to human and bot players corroborate in confirming the efficiency of our approach and the claims we have made.
CITATION STYLE
Naves, T. F., & Lopes, C. R. (2017). Resource production in starcraft based on local search and planning. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 10404, pp. 87–102). Springer Verlag. https://doi.org/10.1007/978-3-319-62392-4_7
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