Kiting in RTS Games Using Influence Maps
DOI:
https://doi.org/10.1609/aiide.v8i3.12544Keywords:
kiting, RTS, real-time, strategy, games, Influence Maps, StarCraft, bot, AI, BWAPI, NovaAbstract
Influence Maps have been successfully used in controlling the navigation of multiple units. In this paper, we apply the idea to the problem of simulating a kiting behavior (also known as ¨attack and flee'¨) in the context of real-time strategy (RTS) games. We present our approach and evaluate it in the popular RTS game StarCraft, where we analyze the benefits that our approach brings to a StarCraft playing bot.
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Published
2021-06-30
How to Cite
Uriarte, A., & Ontañón, S. (2021). Kiting in RTS Games Using Influence Maps. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 8(3), 31-36. https://doi.org/10.1609/aiide.v8i3.12544
Issue
Section
Artificial Intelligence in Adversarial Real-Time Games