Abstract:
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.
DOI:
10.1609/aiide.v8i3.12544