Geometrical vs topological measures for the evolution of aesthetic maps in a RTS game

2014 ◽  
Vol 5 (4) ◽  
pp. 251-258 ◽  
Author(s):  
R. Lara-Cabrera ◽  
C. Cotta ◽  
A.J. Fernández-Leiva
2020 ◽  
Vol 34 (10) ◽  
pp. 13849-13850
Author(s):  
Donghyeon Lee ◽  
Man-Je Kim ◽  
Chang Wook Ahn

In a real-time strategy (RTS) game, StarCraft II, players need to know the consequences before making a decision in combat. We propose a combat outcome predictor which utilizes terrain information as well as squad information. For training the model, we generated a StarCraft II combat dataset by simulating diverse and large-scale combat situations. The overall accuracy of our model was 89.7%. Our predictor can be integrated into the artificial intelligence agent for RTS games as a short-term decision-making module.


2021 ◽  
Vol 12 (1) ◽  
Author(s):  
Douglas Guilbeault ◽  
Damon Centola

AbstractThe standard measure of distance in social networks – average shortest path length – assumes a model of “simple” contagion, in which people only need exposure to influence from one peer to adopt the contagion. However, many social phenomena are “complex” contagions, for which people need exposure to multiple peers before they adopt. Here, we show that the classical measure of path length fails to define network connectedness and node centrality for complex contagions. Centrality measures and seeding strategies based on the classical definition of path length frequently misidentify the network features that are most effective for spreading complex contagions. To address these issues, we derive measures of complex path length and complex centrality, which significantly improve the capacity to identify the network structures and central individuals best suited for spreading complex contagions. We validate our theory using empirical data on the spread of a microfinance program in 43 rural Indian villages.


2005 ◽  
Vol 109 (1-2) ◽  
pp. 65-97 ◽  
Author(s):  
Johan F. Aarnes ◽  
Ørjan Johansen ◽  
Alf B. Rustad

2018 ◽  
Vol 84 (4) ◽  
Author(s):  
I. Makarenko ◽  
P. Bushby ◽  
A. Fletcher ◽  
R. Henderson ◽  
N. Makarenko ◽  
...  

The predictions of mean-field electrodynamics can now be probed using direct numerical simulations of random flows and magnetic fields. When modelling astrophysical magnetohydrodynamics, it is important to verify that such simulations are in agreement with observations. One of the main challenges in this area is to identify robust quantitative measures to compare structures found in simulations with those inferred from astrophysical observations. A similar challenge is to compare quantitatively results from different simulations. Topological data analysis offers a range of techniques, including the Betti numbers and persistence diagrams, that can be used to facilitate such a comparison. After describing these tools, we first apply them to synthetic random fields and demonstrate that, when the data are standardized in a straightforward manner, some topological measures are insensitive to either large-scale trends or the resolution of the data. Focusing upon one particular astrophysical example, we apply topological data analysis to H iobservations of the turbulent interstellar medium (ISM) in the Milky Way and to recent magnetohydrodynamic simulations of the random, strongly compressible ISM. We stress that these topological techniques are generic and could be applied to any complex, multi-dimensional random field.


2011 ◽  
Vol 2011 ◽  
pp. 1-17
Author(s):  
Kurt Weissgerber ◽  
Gary B. Lamont ◽  
Brett J. Borghetti ◽  
Gilbert L. Peterson

The underlying goal of a competing agent in a discrete real-time strategy (RTS) game is to defeat an adversary. Strategic agents or participants must define an a priori plan to maneuver their resources in order to destroy the adversary and the adversary's resources as well as secure physical regions of the environment. This a priori plan can be generated by leveraging collected historical knowledge about the environment. This knowledge is then employed in the generation of a classification model for real-time decision-making in the RTS domain. The best way to generate a classification model for a complex problem domain depends on the characteristics of the solution space. An experimental method to determine solution space (search landscape) characteristics is through analysis of historical algorithm performance for solving the specific problem. We select a deterministic search technique and a stochastic search method for a priori classification model generation. These approaches are designed, implemented, and tested for a specific complex RTS game, Bos Wars. Their performance allows us to draw various conclusions about applying a competing agent in complex search landscapes associated with RTS games.


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