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dc.contributor.advisorKofod-Petersen, Anders
dc.contributor.authorMæhlum, Arne
dc.date.accessioned2017-10-31T15:01:13Z
dc.date.available2017-10-31T15:01:13Z
dc.date.created2017-03-12
dc.date.issued2017
dc.identifierntnudaim:13662
dc.identifier.urihttp://hdl.handle.net/11250/2463289
dc.description.abstractOf the most important things when creating a good Real-Time Strategy game (RTS) is ensuring that it is balanced. When a game is \emph{imbalanced}, some strategies are given far more weight due to their disproportionate viability. Without a variation of strategies that are viable in different situations, the entire aspect of strategic planning starts to crumble. In this paper I present a theoretical system capable of balancing an RTS, and take a small step towards the realization of such a system. I have explored a coevolutionary approach to producing sets of viable, high-level strategies and counter-strategies for RTS games. These high-level strategies are often dubbed build orders, meaning the order in which units, structures and upgrades are produced as part of a bigger strategy. I have also explored how varying certain characteristics of a game affects the complexity of this task, and whether this approach can give insight to a game's level of balance. The high-level strategies are evaluated through simulations in Decnalab, a minimal RTS game simulator I developed specifically for this purpose.
dc.languageeng
dc.publisherNTNU
dc.subjectDatateknologi, Intelligente systemer
dc.titleBalancing Real-Time Strategy Games - Exploring the feasibility of using Artificial Intelligence Techniques to evaluate Balance in Real-Time Strategy Games
dc.typeMaster thesis


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