Believable Navigation Agents in RTS Games
📝 Description
A project focused on improving AI navigation in Real-Time Strategy (RTS) games using terrain analysis and human-like scouting strategies, reducing the reliance on “cheating AI” with unfair advantages.
This work was part of Dr Chen Si’s PhD project at the University of Technology Sydney (UTS). Chen is now a lead Data Scientist!
👥 Team
Chen Si, Yusuf Pisan, Chek Tien Tan
🏆 Outputs
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Si, C., Pisan, Y., & Tan, C. T. (2014). A Scouting Strategy for Real-Time Strategy Games. In Proceedings of the 2014 Conference on Interactive Entertainment (IE 2014), 1–8. ACM, New York, NY, USA. https://doi.org/10.1145/2677758.2677772
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Si, C., Pisan, Y., & Tan, C. T. (2016). Understanding Players’ Map Exploration Styles. In Proceedings of the Australasian Computer Science Week Multiconference (ACSW 2016), Article 69, 1–6. ACM, New York, NY, USA. https://doi.org/10.1145/2843043.2843480
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Si, C., Pisan, Y., Tan, C. T., & Shen, S. (2017). An Initial Understanding of How Game Users Explore Virtual Environments. Entertainment Computing, 19, 13–27. Elsevier. https://doi.org/10.1016/j.entcom.2016.11.003
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Si, C., Pisan, Y., & Tan, C. T. (2014). Automated Terrain Analysis in Real-Time Strategy Games. In Proceedings of the 9th International Conference on the Foundations of Digital Games (FDG 2014). Academia.edu pdf (No DOI available)
💡 Keywords
RTS Games
, Game AI
, Agent Navigation
, Scouting
, Believability