The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström
Background RTS AI Why? Hard to do properly Hasn’t been done really well before Infinite possibilities Could we do it better?
Region Wars Fantasy Environment Humans and Orcs Basic Units Commanders Buildings Goals/Missions
Region Wars, Map Structure Province Map Region Map
Region Wars, Included and Excluded Included: Working AI Placeholder Graphics Four Playable Maps Two Playable Races Menu GUI HUD Sound/Sound FX Excluded: Multiplayer Detailed Graphics High Quality Sound
Creating the Game, A Technical Approach XNA Easy 3D Easy Sound C# HLSL Support Xbox 360 Compatible
Creating the Game, A Technical Approach – Technical Details Modular Structure Uniformed Interface XML Map System
AI Structure
AI, Structural Details Strategic Overmind Resource Manager Constructional AI Worker AI Military AI Cognitive AI Unit/Group AI Training AI
Changes along the way, removed Capital City removed AI wall building
Changes along the way, modified Waypoint not used as first planned Resource using sorted list not heap as first planned Obstacle avoidance limited to stationary objects Humans also utilize flocking Modified mission types Background Music Stats modified to balance game
Changes along the way, added Splash screen More maps Map generator Obstacles 100% AI vs. AI game mode Planner to Overmind AI Console and commands
Preview Video 4 Videos\Preview3.wmv
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Questions? “Just erotic, nothing kinky. It's the difference between using a feather and using a chicken.” “It is well known that a vital ingredient of success is not knowing that what you're attempting can't be done.”