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Published byMyrtle Osborne Modified over 9 years ago
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The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström
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Background RTS AI Why? Hard to do properly Hasn’t been done really well before Infinite possibilities Could we do it better?
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Region Wars Fantasy Environment Humans and Orcs Basic Units Commanders Buildings Goals/Missions
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Region Wars, Map Structure Province Map Region Map
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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
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Creating the Game, A Technical Approach XNA Easy 3D Easy Sound C# HLSL Support Xbox 360 Compatible
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Creating the Game, A Technical Approach – Technical Details Modular Structure Uniformed Interface XML Map System
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AI Structure
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AI, Structural Details Strategic Overmind Resource Manager Constructional AI Worker AI Military AI Cognitive AI Unit/Group AI Training AI
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Changes along the way, removed Capital City removed AI wall building
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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
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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
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Preview Video 4 Videos\Preview3.wmv
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Further Information All information is available on: http://blogs.gscept.com/sp4http://blogs.gscept.com/sp4
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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.”
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