Proceedings of Annual Conference, Digital Game Research Association JAPAN
Online ISSN : 2758-6480
13th Annual Conference
Session ID : 3-1
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AI and Machine learning ( Oral session 3 )
Optimization of strategy for RTA in role playing games
*Takuya KAWAMURA*Yasuharu NISHI
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Keywords: RPG, Game, RTA, Speedrun, strategy
CONFERENCE PROCEEDINGS OPEN ACCESS

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Abstract
RTA, Real Time Attack, is popular in role playing games in recent years. It is another playing style to finish a game as fast as possible. In Japan, as RTA for RPG is popular, players increases a lot. Although RTA players should reduce defeats of battles which spend much time, novice players don’t know any battle strategy. Our past research, HP-first strategy, focused on a strategy for maximizing winning percentage to minimize playing time. But because recovery consumes much more time than attack, there will be another strategy, "Attack-first strategy". This presentation introduces detail of "Attackfirst strategy" and compare it to ""Attack-first strategy". We also discuss an integrated strategy to optimize time for RTA.
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© DiGRA JAPAN

この記事はクリエイティブ・コモンズ [表示 4.0 国際]ライセンスの下に提供されています。
https://creativecommons.org/licenses/by/4.0/deed.ja
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