dc.contributor.author | Li, Wenjie | |
dc.date.accessioned | 2009-03-12T14:03:56Z | |
dc.date.issued | 2008 | |
dc.identifier.uri | http://hdl.handle.net/11250/137510 | |
dc.description | Masteroppgave i informasjons- og kommunikasjonsteknologi 2008 – Universitetet i Agder, Grimstad | en |
dc.description.abstract | What 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.extent | 642110 bytes | |
dc.format.extent | 40759 bytes | |
dc.format.mimetype | application/pdf | |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | en |
dc.publisher | Universitetet i Agder / Agder University | en |
dc.subject.classification | IKT590 | |
dc.title | Finding Optimal Rush Attacks in Real Time Strategy (RTS) Games | en |
dc.type | Master thesis | en |
dc.subject.nsi | VDP::Mathematics and natural science: 400::Information and communication science: 420::Knowledge based systems: 425 | en |
dc.source.pagenumber | 75 | en |