Abstract
Gameplay in real-time strategy games seems somehow to be confined to a de facto standard where economical micromanagement is equally important as combat strategy, if not more important. To enable stronger combat-oriented gameplay without sacrificing other key aspects of the genre, we propose an automated system for scheduling unit training, which we believe may allow the exploration of new paradigms of play. To be accepted by the player, such a system must, among other things, be efficient and reliable, which is a non-trivial task considering the highly dynamic nature of the environment in this genre of games. To overcome such a challenge, we propose a system inspired in the swarm intelligence demonstrated by social insects, namely wasps, and describe its limitations and benefits, based on the evaluation of an implementation of the approach as a mod(ification) of the game Warcraft III The Frozen Throne. Copyright © 2011, Association for the Advancement of Artificial.
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CITATION STYLE
Santos, M., & Martinho, C. (2011). Wasp-like scheduling for unit training in real-time strategy games. In Proceedings of the 7th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2011 (pp. 195–200). AAAI Press. https://doi.org/10.1609/aiide.v7i1.12449
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