O'Reilly logo

AI Game Programming Wisdom 4 by Steve Rabin

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

5.1A Goal Stack-Based Architecture for RTS AI

David Hernández Cerpa—Enigma Software Productions

david.hernandez.cerpa@gmail.com

In a real-time strategy (RTS) game, the AI needs to make decisions at different levels of abstraction, from high-level issues, such as which city should be attacked, to low-level ones, such as moving a single unit to a certain location. To make this feasible, the usual approach is to create different decision-making modules, one for each level in the chain of command.

The AI for the RTS part of the game War Leaders: Clash of Nations is divided into three levels. This article is focused on the architecture developed for the lower two of these levels, that is, the AI levels for units, groups, and formations. This architecture ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required