نتایج جستجو برای: starcraft

تعداد نتایج: 510  

2008
Leonidas Sandoval Junior

We effectively sew two vertices with ghosts in order to obtain a third, composite vertex in the most general case of cycling transformations. In order to do this, we separate the vertices into two parts: a bosonic oscillator part and a ghost oscillator part and write them as canonical forms.

2003
Markus Öst Ron Ydenberg Mikael Kilpi Kai Lindström

Partner choice is important in nature, and partnerships or coalitions within which reproduction is shared are the subject of growing interest. However, little attention has been given to questions of which individuals are suitable partners and why. Common eider (Somateria mollissima) females sometimes pool their broods and share brood-rearing duties, and body condition affects care decisions. W...

2017
Nicolas Usunier Gabriel Synnaeve Zeming Lin Soumith Chintala

We consider scenarios from the real-time strategy game StarCraft as benchmarks for reinforcement learning algorithms. We focus on micromanagement, that is, the short-term, low-level control of team members during a battle. We propose several scenarios that are challenging for reinforcement learning algorithms because the stateaction space is very large, and there is no obvious feature represent...

Journal: :AI Magazine 2012
Michael Buro David Churchill

106 AI MAGAZINE RTS games — such as StarCraft by Blizzard Entertainment and Command and Conquer by Electronic Arts — are popular video games that can be described as real-time war simulations in which players delegate units under their command to gather resources, build structures, combat and support units, scout opponent locations, and attack. The winner of an RTS game usually is the player or...

2010
Luke Perkins

Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about choke points and regions of open space in their environment. This paper presents an algorithm which partitions the environment into a set of polygonal regions and computes optimal choke points between adjacent regions. This representation can be used as a component for AI agents to reason about ...

2016
Stefan Wender Ian D. Watson

This paper presents a hierarchical approach to the problems inherent in parts of real-time strategy games. The overall game is decomposed into a hierarchy of sub-problems and an architecture is created that addresses a significant number of these through interconnected machinelearning (ML) techniques. Specifically, individual modules that use a combination of case-based reasoning (CBR) and rein...

2013
Nicholas Carboni Matthew E. Taylor

This paper describes the development and analysis of two algorithms designed to allow one agent, the teacher, to give advice to another agent, the student. These algorithms contribute to a family of algorithms designed to allow teaching with limited advice. We compare the ability of the student to learn using reinforcement learning with and without such advice. Experiments are conducted in the ...

1992
Suresh Govindarajan

The BRST cohomology analysis of Lian and Zuckerman leads to physical states at all ghost number for c < 1 matter coupled to Liouville gravity. We show how these states are related to states at ghost numbers zero(pure vertex operator states – DK states) and ghost number one(ring elements) by means of descent equations. These descent equations follow from the double cohomology of the String BRST ...

Journal: :CoRR 2011
Hyokun Yun

Recently, the market size of online game has been increasing astonishingly fast, and so does the importance of good game design. In online games, usually a human user competes with others, so the fairness of the game system to all users is of great importance not to lose interests of users on the game. Furthermore, the emergence and success of electronic sports (e-sports) and professional gamin...

2015
Andreas Schmidt Jensen Christian Kaysø-Rørdam Jørgen Villadsen

In real-time strategy games players make decisions and control their units simultaneously. Players are required to make decisions under time pressure and should be able to control multiple units at once in order to be successful. We present the design and implementation of a multi-agent interface for the real-time strategy game STARCRAFT: BROOD WAR. This makes it possible to build agents that c...

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