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RTS Games and Location-Based Information Systems

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Ahmed Mohsen Hassan

on 2 September 2014

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Transcript of RTS Games and Location-Based Information Systems

Common AI Elements in RTS
Location-based Information Systems
How these techniques are used ?
Potential Fields
Real-Time Strategy Games
Location-based Information Systems
Potential Fields
Real-Time Strategy Games
Real-Time Strategy Games

It might be thought of like the general of a real army
The goals each player is fighting for can involve the entirety of their society
Player gains resources for creating his or her armies
Commanders used in some RTS games to bolster groups of units
In this task AI is required to place structures somewhat close together, But also required to spread them out a bit.
Influence Maps (IM)
It refers to using a simple array of data in which each element represents information about a specific world position.
This technique places logic and behavior data for how to use various world features and game objects into the objects themselves
Using this technique it’s easy for developers to add new objects to game environment.
TA is a family of methods that have used IM techniques to provide AI systems with increased strategic information about maps.
The system searches through the IM array, looking for motifs that can be exploited or that deal with strategic and tactical decision making
Occupance data
Keep tracking of various objects in the area
Looking for direction, enemies, resources ... etc
Ground Control
This can be used in a game setting and quickly determine which player has control over which part of the game map.
Path-finding System Helper Data
Provide the AI-Controlled character a specific information about area paths.
Possibility (relative to terrain features "hills, cliffs, sea, land")

Which player currently controls the areas of map you want to traverse
Danger Signification
Keep tracking on various areas to detect bad things happen
And better yet the AI-Controlled character could respond to the danger area and send an attack group to investigate what’s causing the danger in this area (Changing the AI System behavior)
Rough Battlefield Planning
By looking for regions of low-control value, you can easily find where armies are directly fighting for control of an area.
Simple Terrain Analysis
This includes somewhat more math determinations such as cover, visibility and height factor
Advanced Terrain Analysis
In RTS Games finding chokes points add the ability to create ambush there
IMs used in determining best place to build a town and defensive towers
Towns should be built with some pre-planning, to keep crowding under control, to maximize future growth, and yet allow maintenance
Pros of LBI
Easy in debugging and developing
Interface for your game
Sharing the knowledge with AI-control
Cons of LBI
Expensive Memory usage
TA is performance expensive
What ?!
Remember Influence Maps ?
How ?!
Why ?!
Its ability to handle dynamic game worlds
The ability to create quite complex behavior by simply playing around with the shape of the generated fields.
Simple to implement is attack-and-retreat.
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