文档介绍:AI Tactical Decision-Making
Knut Hartmann
Computer Graphics and Interactive Systems
Otto-von-Guericke-University of Magdeburg
Introduction: Strategy Games
Knut Hartmann AI Tactical Decision-Making
Strategy Games
Strategy Games
• Actions: Harvest, build, destroy, trade, fight . . .
• Resource management
Classification:
• Turn-based versus Real-time
• Homogeneous versus Heterogeneous units
• Single-player versus Multi-player
• Mission-based versus Death-match
Knut Hartmann AI Tactical Decision-Making
Strategy Games
Examples
Turn-Based: Time stops while player decides on actions
• Civilization
Real-Time: Time moves forward as player makes moves
• Warcraft I, II & III
• Command & Conquer
• Total Annihilation
• Dark Reign
• Age of Empires
• Age of Kings
Hybrids: (no resource gathering)
• Myth
Knut Hartmann AI Tactical Decision-Making
Strategy Games
Innovations
• Fog of war (Warcraft II)
• play
• Different technology trees
• Better AI (path planning, strategy, . . . )
• 3D terrain (Total Annihilation)
• Commander unit (Total Annihilation)
• Diplomacy
Knut Hartmann AI Tactical Decision-Making
Strategy Games
Structure
Units
• Produce resources
• Research technology
• Create units
• Fight and defend
Map
• Different terrain
• Building locations
Hierarchies of technology and units
Knut Hartmann AI Tactical Decision-Making
Strategy Games
Goals
Long-Term: Dominate opponents
• Destroy opponent
• Create wonder
• Control strategic points
• Force diplomatic victory
Medium-Term:
• Move up technology hierarchy
• Occupy territory
Short-Term:
• Win battles
• Collect resources
• Create new units
Knut Hartmann AI Tactical Decision-Making
Strategy Games
Overview
• Navigation
– Path planning
– Camera planning
– Flocking
• Tactical and strategic issues
• Modeling personalities, behavior, and emotions
Knut Hartmann AI Tactical Decision-Making
Influence Maps
Knut Hartmann AI Tactic