Towards believable resource gathering behaviours in real-time strategy games with a memetic ant colony system
In this paper, the resource gathering problem in real-time strategy (RTS) games, is modeled as a path-finding problem where game agents responsible for gathering resources, also known as harvesters, are only equipped with the knowledge of its immediate sur- roundings and must gather knowledge about...
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sg-ntu-dr.10356-1029172020-05-28T07:41:33Z Towards believable resource gathering behaviours in real-time strategy games with a memetic ant colony system Lim, Meng-Hiot Chen, Xianshun Ong, Yew Soon Feng, Liang Chen, Caishun Ho, Choon Sing School of Computer Engineering School of Electrical and Electronic Engineering Asia Pacific Symposium on Intelligent and Evolutionary Systems, IES (17th : 2013) DRNTU::Engineering::Electrical and electronic engineering::Computer hardware, software and systems In this paper, the resource gathering problem in real-time strategy (RTS) games, is modeled as a path-finding problem where game agents responsible for gathering resources, also known as harvesters, are only equipped with the knowledge of its immediate sur- roundings and must gather knowledge about the dynamics of the navigation graph that it resides on by sharing information and cooperating with other agents in the game environment. This paper proposed the conceptual modeling of a memetic ant colony system (MACS) for believable resource gathering in RTS games. In the proposed MACS, the harvester's path-finding and resource gathering knowledge captured are extracted and represented as memes, which are internally encoded as state transition rules (mem- otype), and externally expressed as ant pheromone on the graph edge (sociotype). Through the inter-play between the memetic evolution and ant colony, harvesters as memetic automatons spawned from an ant colony are able to acquire increasing level of capability in exploring complex dynamic game environment and gathering resources in an adaptive manner, producing consistent and impressive resource gathering behaviors. Published version 2014-04-07T06:14:24Z 2019-12-06T21:02:19Z 2014-04-07T06:14:24Z 2019-12-06T21:02:19Z 2013 2013 Conference Paper Chen, X., Ong, Y. S., Feng, L., Lim, M. H., Chen, C., & Ho, C. S. (2013). Towards Believable Resource Gathering Behaviours in Real-time Strategy Games with a Memetic Ant Colony System. Procedia Computer Science, 24, 143-151. https://hdl.handle.net/10356/102917 http://hdl.handle.net/10220/19158 10.1016/j.procs.2013.10.037 en Procedia computer science © 2013 The Authors. This paper was published in Procedia Computer Science and is made available as an electronic reprint (preprint) with permission of the authors. The paper can be found at the following official DOI: [http://dx.doi.org/10.1016/j.procs.2013.10.037]. One print or electronic copy may be made for personal use only. Systematic or multiple reproduction, distribution to multiple locations via electronic or other means, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper is prohibited and is subject to penalties under law. application/pdf |
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DRNTU::Engineering::Electrical and electronic engineering::Computer hardware, software and systems Lim, Meng-Hiot Chen, Xianshun Ong, Yew Soon Feng, Liang Chen, Caishun Ho, Choon Sing Towards believable resource gathering behaviours in real-time strategy games with a memetic ant colony system |
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In this paper, the resource gathering problem in real-time strategy (RTS) games, is modeled as a path-finding problem where game agents responsible for gathering resources, also known as harvesters, are only equipped with the knowledge of its immediate sur- roundings and must gather knowledge about the dynamics of the navigation graph that it resides on by sharing information and cooperating with other agents in the game environment. This paper proposed the conceptual modeling of a memetic ant colony system (MACS) for believable resource gathering in RTS games. In the proposed MACS, the harvester's path-finding and resource gathering knowledge captured are extracted and represented as memes, which are internally encoded as state transition rules (mem- otype), and externally expressed as ant pheromone on the graph edge (sociotype). Through the inter-play between the memetic evolution and ant colony, harvesters as memetic automatons spawned from an ant colony are able to acquire increasing level of capability in exploring complex dynamic game environment and gathering resources in an adaptive manner, producing consistent and impressive resource gathering behaviors. |
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School of Computer Engineering |
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School of Computer Engineering Lim, Meng-Hiot Chen, Xianshun Ong, Yew Soon Feng, Liang Chen, Caishun Ho, Choon Sing |
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Conference or Workshop Item |
author |
Lim, Meng-Hiot Chen, Xianshun Ong, Yew Soon Feng, Liang Chen, Caishun Ho, Choon Sing |
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Lim, Meng-Hiot |
title |
Towards believable resource gathering behaviours in real-time strategy games with a memetic ant colony system |
title_short |
Towards believable resource gathering behaviours in real-time strategy games with a memetic ant colony system |
title_full |
Towards believable resource gathering behaviours in real-time strategy games with a memetic ant colony system |
title_fullStr |
Towards believable resource gathering behaviours in real-time strategy games with a memetic ant colony system |
title_full_unstemmed |
Towards believable resource gathering behaviours in real-time strategy games with a memetic ant colony system |
title_sort |
towards believable resource gathering behaviours in real-time strategy games with a memetic ant colony system |
publishDate |
2014 |
url |
https://hdl.handle.net/10356/102917 http://hdl.handle.net/10220/19158 |
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1681058629391745024 |