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Instead, all decisions by all players have toīe made in real time. The RTS game is not turn-based in contrast to board Game in which the players use resource gathering, base building, technologicalĭevelopment and unit control in order to defeat its opponent(s), typically in We also show that a multiagent potential field-based bot is highly competitive in a resource gathering scenario. Furthermore, we show that our approach deals with Fog of War (imperfect information about the opponent units) surprisingly well. We show that the solution is a highly configurable bot that can match the performance standards of traditional RTS bots. We present a multiagent potential field-based bot architecture that is evaluated in two different real-time strategy game settings and compare them, both in terms of performance, and in terms of softer attributes such as configurability with other state-of-the-art solutions. Although attempts have been made to transfer the technology to the gaming sector, assumed problems with efficiency and high costs for implementation have made the industry reluctant to adopt it. Potential fields are a technique originating from the area of robotics where it is used in controlling the navigation of robots in dynamic environments. A bot controls a number of units that will have to navigate in a partially unknown environment, while at the same time avoid each other, search for enemies, and coordinate attacks to fight them down. Bots for real-time strategy (RTS) games may be very challenging to implement.