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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Does Damage Have a Value : An Analysis of the Economy in StarCraft II: Heart of the Swarm

Räntilä, Axel January 2015 (has links)
This study aims to see if it is feasible, for the purpose of studying game balance, to put a concrete value on damage and other abilities in Real-Time Strategy (RTS) games. The main metric that was used for this analysis was the cost per DPS (Damage Per Second) for units in a RTS game. The game that was used to test this analysis was StarCraft II: Heart of the Swarm.   This topic was tested by first gathering data about the properties of units in the game and then calculating the average values of the units in the game. After that, a few units and game mechanics were chosen to be analyzed in further detail. They were analyzed by comparing their cost/DPS values to the average values and seeing if there were any other properties that might have an impact in the cost of a unit.   While it was concluded that it is feasible to put a value on damage and other properties of units, the subject needs to be approached with caution. Using the cost/DPS metric that was assumed for this thesis, some units came out as being too strong for their cost. Further studies on similar topics might be able to find better methodologies for approaching similar analyses. / Denna studie vill titta på om det är rimligt, för ändamålet att studera spelbalans, att sätta ett konkret värde på skada och andra förmågor i Realtidsstrategispel. Det huvudsakliga mätsättet som användes i denna analys var kostnaden per skada per sekund (DPS, Damage per Second på engelska) för enheter i Realtidsstrategispel. Spelet som användes för att testa denna analys var StarCraft II: Heart of the Swarm.   Studien genomfördes genom att först samla in data om enheternas egenskaper och sedan räkna ut genomsnittsvärden för enheterna i spelet. Efter det så valdas några enheter och spelmekaniker ut för att analyseras i mer detalj. De var analyserade genom att jämföra vad de hade för förhållande mellan sin kostnad och deras DPS-värden med det genomsnittliga och se om de hade andra egenskaper som kunde ha påverkat enhetens kostnad.   Även om slutsatsen som drogs var att det är rimligt att sätta ett värde på skada och andra egenskaper hos enheter så måste man vara försiktigt om man vill studera detta ämne. Genom att använda sig utav kostnad/DPS värden som användes för denna analys så kom vissa enheter att se väldigt starka ut i förhållande till vad de kostar. Vidare studier på liknande ämnen kan hitta bättre sätt att närma sig liknande analyser.
22

Rozhraní pro propojení strategických her s multiagentními systémy / Interconnection of Recent Strategic Games with Multi-Agent Frameworks

Válek, Lukáš January 2019 (has links)
This thesis is focused on design of framework for creation an articial opponents in strategy games. We will analyze different types of strategy games and artificial intelligence systems used in these types of games. Next we will describe problems, which can occur  in these systems and why agent-based systems makes better artificial opponents. Next we will use knowledge from this research to design and implement framework, which will act as support for creating an artificial intelligence in strategy games.
23

Multiagentní podpora pro vytváření strategických her / Multiagent Support for Strategic Games

Válek, Lukáš January 2018 (has links)
This thesis is focused on design of framework for creation an articial opponents in strategy games. We will analyze different types of strategy games and artificial intelligence systems used in these types of games. Next we will describe problems, which can occur  in these systems and why agent-based systems makes better artificial opponents. Next we will use knowledge from this research to design and implement framework, which will act as support for creating an artificial intelligence in strategy games.
24

La stratégie comme processus cognitif dans le jeu vidéo StarCraft

Dor, Simon 08 1900 (has links)
Pour respecter les droits d’auteur, la version électronique de ce mémoire a été dépouillée de ses documents visuels et audio‐visuels. La version intégrale du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal. / Cette recherche propose une analyse du jeu de stratégie en temps réel StarCraft (Blizzard Entertainment, 1998). Il s’agit de questionner le concept de stratégie dans le jeu sans s’en tenir à ce qu’on peut voir et entendre. Ce mémoire débute sur une description du jeu en détails afin de faire ressortir comment la stratégie joue un rôle dans l’ensemble des compétences qui y sont mobilisées. Ensuite, le cercle heuristique du processus stratégique offre une modélisation du fonctionnement de la stratégie en tant que processus cognitif, basé sur les états du jeu inférés chez le joueur et sur ses plans stratégiques. Ce modèle et les concepts qui en découlent sont consolidés par des analyses de parties spécifiques de StarCraft. / This thesis offers an analysis of the Real-Time Strategy game StarCraft (Blizzard Entertainment, 1998). Its goal is to explore beyond the visible and audible part of the game to elucidate the concept of strategy into play. Following a description of the game and its constraints, it demonstrates how strategy plays a major role within the skills needed to play. Then, our “heuristic circle of the strategic process” describes how strategy works as a cognitive process, and how it interacts with both the game states inferred by the player and his or her strategic plans. Finally, this model and its underlying concepts are supported by close analyses of StarCraft game sequences.
25

La stratégie comme processus cognitif dans le jeu vidéo StarCraft

Dor, Simon 08 1900 (has links)
Cette recherche propose une analyse du jeu de stratégie en temps réel StarCraft (Blizzard Entertainment, 1998). Il s’agit de questionner le concept de stratégie dans le jeu sans s’en tenir à ce qu’on peut voir et entendre. Ce mémoire débute sur une description du jeu en détails afin de faire ressortir comment la stratégie joue un rôle dans l’ensemble des compétences qui y sont mobilisées. Ensuite, le cercle heuristique du processus stratégique offre une modélisation du fonctionnement de la stratégie en tant que processus cognitif, basé sur les états du jeu inférés chez le joueur et sur ses plans stratégiques. Ce modèle et les concepts qui en découlent sont consolidés par des analyses de parties spécifiques de StarCraft. / This thesis offers an analysis of the Real-Time Strategy game StarCraft (Blizzard Entertainment, 1998). Its goal is to explore beyond the visible and audible part of the game to elucidate the concept of strategy into play. Following a description of the game and its constraints, it demonstrates how strategy plays a major role within the skills needed to play. Then, our “heuristic circle of the strategic process” describes how strategy works as a cognitive process, and how it interacts with both the game states inferred by the player and his or her strategic plans. Finally, this model and its underlying concepts are supported by close analyses of StarCraft game sequences. / Pour respecter les droits d’auteur, la version électronique de ce mémoire a été dépouillée de ses documents visuels et audio‐visuels. La version intégrale du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
26

Performance Comparison of AI Algorithms : Anytime Algorithms / Utförande Jämförelse av AI Algoritmer : Anytime Algoritmer

Butt, Rehman January 2008 (has links)
Commercial computer gaming is a large growing industry that already has its major contributions in the entertainment industry of the world. One of the most important among different types of computer games are Real Time Strategy (RTS) based games. RTS games are considered being the major research subject for Artificial Intelligence (AI). But still the performance of AI in these games is poor by human standards due to some fundamental AI problems those require more research to be better solved for the RTS games. There also exist some AI algorithms those can help us solve these AI problems. Anytime- Algorithms (AA) are algorithms those can optimize their memory and time resources and are considered best for the RTS games. We believe that by making AI algorithms anytime we can optimize their behavior to better solve the AI problems. Although many anytime algorithms are available to solve various kinds of AI problems, but according to our research no such study is been done to compare the performances of different anytime algorithms for an AI problem in RTS games. This study will take care of that by building our own research platform specifically design for comparing performances of our selected anytime algorithms for an AI problem. / Address: NaN Mob. +46 - 737 - 40 19 17
27

Performance Comparison of AI Algorithms : Anytime Algorithms / Utförande Jämförelse av AI Algoritmer : Anytime Algoritmer

Butt, Rehman January 2008 (has links)
Commercial computer gaming is a large growing industry, that already has its major contributions in the entertainment industry of the world. One of the most important among different types of computer games are Real Time Strategy (RTS) based games. RTS games are considered being the major research subject for Artificial Intelligence (AI). But still the performance of AI in these games is poor by human standards because of some broad sets of problems. Some of these problems have been solved with the advent of an open real time research platform, named as ORTS. However there still exist some fundamental AI problems that require more research to be better solved for the RTS games. There also exist some AI algorithms that can help us solve these AI problems. Anytime- Algorithms (AA) are algorithms those can optimize their memory and time resources and are considered best for the RTS games. We believe that by making AI algorithms anytime we can optimize their behavior to better solve the AI problems for the RTS games. Although many anytime algorithms are available to solve various kinds of AI problems, but according to our research no such study is been done to compare the performances of different anytime algorithms for each AI problem in RTS games. This study will take care of that by building our own research platform specifically design for comparing performances of selected anytime algorithms for an AI problem
28

Zlepšování systému pro automatické hraní hry Starcraft II v prostředí PySC2 / Improving Bots Playing Starcraft II Game in PySC2 Environment

Krušina, Jan January 2018 (has links)
The aim of this thesis is to create an automated system for playing a real-time strategy game Starcraft II. Learning from replays via supervised learning and reinforcement learning techniques are used for improving bot's behavior. The proposed system should be capable of playing the whole game utilizing PySC2 framework for machine learning. Performance of the bot is evaluated against the built-in scripted AI in the game.
29

Vývoj "Indie Game" / Indie Game Development

Zachariáš, Michal January 2011 (has links)
This master's thesis deals with development of indie game - independently-developed game. It describes important moments in computer games history. It clarifies terms like golden age of video arcade games and video game crash of 1983. Further it explains history and origin of indie game phenomenon. It describes some of the differences between independent and commercial game development. In next chapter it presents some game engines which are suitable for independent game development. And in the last chapter it describes the design and implementation of game engine and game running on it.
30

Zobrazování komplexních scén na mobilních zařízeních / Complex Scene Rendering on Mobile Devices

Matýšek, Michal January 2015 (has links)
This thesis presents optimization techniques for efficient rendering of complex scenes on mobile devices. The introductory part of the text describes Unity game engine and the topic of mobile game development using this tool. Then follows a presentation of important optimization principles and methods for terrain rendering, large scale rendering of animated objects, rendering of animated water surfaces and of other elements in the scenes. The described methods include both general principles of optimization and specific optimization approaches based on the features of Unity game engine. The implementation of presented methods is described and used in practice in the context of mobile strategy game development.

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