AAAI Publications, Eighth Artificial Intelligence and Interactive Digital Entertainment Conference

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Kiting in RTS Games Using Influence Maps
Alberto Uriarte, Santiago Ontañón

Last modified: 2012-10-07


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.


kiting; RTS; real-time; strategy; games; Influence Maps; StarCraft; bot; AI; BWAPI; Nova

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