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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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The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

Dec 25, 2015

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Page 1: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

The Art of Strategic and Tactical AI in RTS Games

Region Wars – MS3

Hans Hartman, Johan Larsson, Fredrik Medeström

Page 2: 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?

Page 3: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

Region Wars

Fantasy Environment Humans and Orcs Basic Units Commanders Buildings Goals/Missions

Page 4: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

Region Wars, Map Structure

Province Map Region Map

Page 5: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

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

Page 6: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

Creating the Game, A Technical Approach

XNA Easy 3D Easy Sound C# HLSL Support Xbox 360 Compatible

Page 7: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

Creating the Game, A Technical Approach – Technical Details

Modular Structure Uniformed Interface XML Map System

Page 8: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

AI Structure

Page 9: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

AI, Structural Details

Strategic Overmind Resource Manager Constructional AI Worker AI Military AI Cognitive AI Unit/Group AI Training AI

Page 10: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

Changes along the way, removed

Capital City removed AI wall building

Page 11: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

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

Page 12: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

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

Page 13: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

Preview Video 4

Videos\Preview3.wmv

Page 14: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

Further Information

All information is available on: http://blogs.gscept.com/sp4

Page 15: The Art of Strategic and Tactical AI in RTS Games Region Wars – MS3 Hans Hartman, Johan Larsson, Fredrik Medeström.

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.”