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Attractiveness of real time strategy games
Author(s) -
Shuo Xiong,
Hiroyuki Iida
Publication year - 2015
Publication title -
computer science and information systems
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.244
H-Index - 24
eISSN - 2406-1018
pISSN - 1820-0214
DOI - 10.2298/csis141101054x
Subject(s) - computer science , game tree , combinatorial game theory , sequential game , testbed , game complexity , screening game , game theory , extensive form game , domain (mathematical analysis) , video game development , construct (python library) , game mechanics , video game design , theoretical computer science , mathematical economics , game design , artificial intelligence , time complexity , algorithm , mathematics , programming language , world wide web , mathematical analysis , worst case complexity
Game refinement idea is a unique theory that has been proposed based on the uncertainty of game outcome. A game refinement measure was derived from the game information progress model and has been applied in the domains such as board games and sports games. The present challenge is to apply the game refinement theory in the domain of RTS games. To do so, we use StarCraft II as a testbed and introduce a concept of strategy tree in order to construct a game tree of a RTS game. Then, game refinement values are calculated and compared with other type of games. It is found that StarCraft II has a zone value of game refinement.

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