Abstract

In this paper, we propose an algorithm inspired in the social intelligence of wasps for scheduling production in real-time strategy games, and evaluate its performance in a scenario developed as a modification of the game Warcraft III The Frozen Throne. Results show that such an approach is well suited for the highly dynamic nature of the environment in this game genre. We also believe such an approach may allow the exploration of new paradigms of gameplay, and provide some examples in the explored scenarios.

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