Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment · 2010 · 49 citations · 5 references
ComputingAutonomous SystemsComputer ScienceArtificial IntelligenceReal-time SystemsTerrain AnalysisAlgorithmic Game TheoryGame PlayingArtificial Intelligence In GamesChoke ManagementComputational Game TheoryGame StrategyGame-playing AgentsPlanning In GamesPolygonal RepresentationReal-time Navigation
Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about choke points and regions of open space in their environment. This paper presents an algorithm which partitions the environment into a set of polygonal regions and computes optimal choke points between adjacent regions. This representation can be used as a component for AI agents to reason about terrain, plan multiple routes of attack, and make other tactical decisions. The algorithm is tested on a set of popular maps commonly used in international Starcraft competitions and evaluated against answers made by human participants. The algorithm identified 97% of the choke points that the participants found and also identified a number of bottlenecks that human participants did not recognize as choke points.
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RTS games and real-time AI research
Michael Buro, Timothy Furtak · 2004 · 49 citations