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dc.contributor.authorLi, Wenjie
dc.date.accessioned2009-03-12T14:03:56Z
dc.date.issued2008
dc.identifier.urihttp://hdl.handle.net/11250/137510
dc.descriptionMasteroppgave i informasjons- og kommunikasjonsteknologi 2008 – Universitetet i Agder, Grimstaden
dc.description.abstractWhat will you fell when play with an unchangeable AI in RTS game? Of cause, it is boring. You can beat them easily and that’s no fun. In this research, we will try to design an AI with learning-ability and return the fun to players. We firstly abstract a simple AI mode, and then implement a suitable learning method . Due to some developing problems, we simulate the system (ORTS). Finally, we establish a new learning system for RTS AI. It’s an advanced point system based on the conception of the evaluation system in commercial RTS game . Decision making processes could depend on the points of each unit. Point is calculated by unit information, current game states and “experience” and. The increase “experiences” lead the value to a precise number. These changes would affect some process and up to the whole game.en
dc.format.extent642110 bytes
dc.format.extent40759 bytes
dc.format.mimetypeapplication/pdf
dc.format.mimetypeapplication/pdf
dc.language.isoengen
dc.publisherUniversitetet i Agder / Agder Universityen
dc.subject.classificationIKT590
dc.titleFinding Optimal Rush Attacks in Real Time Strategy (RTS) Gamesen
dc.typeMaster thesisen
dc.subject.nsiVDP::Mathematics and natural science: 400::Information and communication science: 420::Knowledge based systems: 425en
dc.source.pagenumber75en


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