Strategi masa sebenar

Permainan strategi masa sebenar (RTS) adalah genre bagi permainan peperangan yang tidak jalan di giliran-giliran.[1] Brett Sperry yang memperkenalkan istilah untuk menjual Dune II.[2][3]

Rujukan

Pembacaan lanjut

  • Chambers, C., Feng, W., Feng, W., and Saha, D. (2005). "Mitigating information exposure to cheaters in real-time strategy games". Proceedings of the international Workshop on Network and Operating Systems Support For Digital Audio and Video. ACM: 7–12. doi:10.1145/1065983.1065986. Unknown parameter |city= ignored (bantuan)CS1 maint: multiple names: authors list (link)
  • Claypool, Mark (15 September 2005). "The effect of latency on user performance in Real-Time Strategy games". Computer Networks. Computer Networks. 49 (1): 52–70. doi:10.1016/j.comnet.2005.04.008.
  • Cheng, D., Thawonmas, R. (2004). "Case-based plan recognition for real-time strategy games" (PDF). Proc. of the 5th Game-On International Conference: 36–40. Unknown parameter |month= ignored (bantuan)CS1 maint: multiple names: authors list (link)
  • Aha, D., Molineaux, M., Ponsen, M. (7 September 2005). "Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game". Case-Based Reasoning Research and Development. Springer Berlin / Heidelberg. 3620: 5–20. doi:10.1007/11536406.CS1 maint: multiple names: authors list (link)
  • Chan, H.; Fern, A.; Ray, S.; Wilson, N.; and Ventura, C. (2007). "Online planning for resource production in real-time strategy games" (PDF). Proceedings of the International Conference on Automated Planning and Scheduling.CS1 maint: multiple names: authors list (link)