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Towards a resource-based model of strategy to help designing opponent AI in RTS games

Abstract : The artificial intelligence used for opponent non-player characters in commercial real-time strategy games is often criticized by players. It is used to discover the game but soon becomes too easy and too predictable. Yet, a lot of research has been done on the subject, and successful complex behaviors have been created, but the systems used are too complicated to be used by the video games industry, as they would need time for the game designer to learn how they function, which ultimately proves prohibitive. Moreover these systems often lack control for the game designer to be adapted to the desired behavior. To address the issue, we propose an accessible strategy model that can adapt itself to the player and can be easily created and modified by the game designer.
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Contributor : Juliette Lemaitre Connect in order to contact the contributor
Submitted on : Wednesday, January 21, 2015 - 3:39:07 PM
Last modification on : Tuesday, November 16, 2021 - 4:29:21 AM
Long-term archiving on: : Wednesday, April 22, 2015 - 10:46:37 AM


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  • HAL Id : hal-01107801, version 1



Juliette Lemaitre, Domitile Lourdeaux, Caroline Chopinaud. Towards a resource-based model of strategy to help designing opponent AI in RTS games. 7th International Conference on Agents and Artificial Intelligence (ICAART 2015), Jan 2015, Lisbonne, Portugal. pp.210-215. ⟨hal-01107801⟩



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