Partial observability during predictions of the opponent's movements in an RTS game
File(s)CIG2010.pdf (1.55 MB)
Accepted version
Author(s)
Butler, Simon
Demiris, Yiannis
Type
Conference Paper
Abstract
In RTS-style games it is important to be able to predict the movements of the opponent's forces to have the best chance of performing appropriate counter-moves. Resorting to using perfect global state information is generally considered to be `cheating' by the player, so to perform such predictions scouts (or observers) must be used to gather information. This means being in the right place at the right time to observe the opponent. In this paper we show the effect of imposing partial observability onto an RTS game with regard to making predictions, and we compare two different mechanisms that decide where best to direct the attention of the observers to maximise the benefit of predictions.
Date Issued
2010
Citation
2010, pp.46-53
ISBN
978-1-4244-6295-7
Publisher
IEEE
Start Page
46
End Page
53
Copyright Statement
© 2010 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
Description
18.02.14 KB. Ok to add accepted version to spiral, IEEE.
Source
Symposium on Computational Intelligence and Games (CIG)
Source Place
Dublin, Ireland
Publication Status
Published
Start Date
2010-08-18
Finish Date
2010-08-21