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Dynamic Strategy in Real-Time Strategy Games: with the use of finite-state machines
Linnaeus University, Faculty of Technology, Department of Computer Science.
2015 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Developing real-time strategy game AI is a challenging task due to that an AI-player has to deal with many different decisions and actions in an ever changing complex game world. Humans have little problem when it comes to dealing with the complexity of the game genre while it is a difficult obstacle to overcome for the computer. Adapting to the opponents strategy is one of many things that players typically have to do during the course of a game in the real-time strategy genre. This report presents a finite-state machine based solution to the mentioned problem and implements it with the help of the existing Starcraft: Broodwar AI Opprimobot. The extension is experimentally compared to the original implementation of Opprimobot. The comparison shows that both manages to achieve approximately the same win ratio against the built-in AI of Starcraft: Broodwar, but the modified version provides away to model more complex strategies.

Place, publisher, year, edition, pages
2015. , 14 p.
Keyword [en]
real-time strategy, game AI, finite-state machine, Starcraft
National Category
Computer Science
Identifiers
URN: urn:nbn:se:lnu:diva-39604OAI: oai:DiVA.org:lnu-39604DiVA: diva2:784853
Subject / course
Computer Science
Supervisors
Examiners
Available from: 2015-02-03 Created: 2015-01-30 Last updated: 2015-02-06Bibliographically approved

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fulltext(1804 kB)191 downloads
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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf