Influence Maps have been successfully used in controlling the navigation of multiple units. In this paper, we apply the idea to the problem of simulating a kiting behavior (also known as "attack and flee") in the context of real-time strategy (RTS) games. We present our approach and evaluate it in the popular RTS game StarCraft, where we analyze the benefits that our approach brings to a StarCraft playing bot. Copyright © 2012, Association for the Advancement of Artificial Intelligence. All rights reserved.
CITATION STYLE
Uriarte, A., & Ontanṍn, S. (2012). Kiting in RTS games using influence maps. In AAAI Workshop - Technical Report (Vol. WS-12-15, pp. 31–36). AI Access Foundation. https://doi.org/10.1609/aiide.v8i3.12544
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