نتایج جستجو برای: starcraft

تعداد نتایج: 510  

Journal: :AI Magazine 2013
Mark O. Riedl Gita Reese Sukthankar Arnav Jhala Jichen Zhu Santiago Ontañón Michael Buro David Churchill

Interactive Digital Entertainment (AIIDE) was held October 8–12, 2012, at Stanford University in Palo Alto, California. AIIDE is a premier interaction forum for researchers in artificial intelligence and interactive entertainment. The conference, which includes a research and industry track as well as a demonstration program, aims to bring together both academic and industrial communities for t...

1999
Giampiero Esposito

The quantum theory of a free particle in two dimensions with non-local boundary conditions on a circle is known to lead to surface and bulk states. Such a scheme is here generalized to the quantized Maxwell field, subject to mixed boundary conditions. If the Robin sector is modified by the addition of a pseudo-differential boundary operator, gauge-invariant boundary conditions are obtained at t...

Journal: :JIP 2015
Tung Duc Nguyen Kien Quang Nguyen Ruck Thawonmas

This paper presents an approach that integrates fuzzy integral and fast heuristic search for improving the quality of unit micromanagement in the popular RTS game StarCraft. Unit micromanagement, i.e., detailed control of units in combat, is one of the most challenging problems posed by RTS games and is often tackled with search algorithms such as Minimax or Alpha-Beta. Due to vast state and ac...

2012
Jesse Hostetler Ethan W. Dereszynski Thomas G. Dietterich Alan Fern

In typical real-time strategy (RTS) games, enemy units are visible only when they are within sight range of a friendly unit. Knowledge of an opponent’s disposition is limited to what can be observed through scouting. Information is costly, since units dedicated to scouting are unavailable for other purposes, and the enemy will resist scouting attempts. It is important to infer as much as possib...

Journal: :AI Magazine 2014
Glen Robertson Ian D. Watson

This literature review covers AI techniques used for real-time strategy video games, focusing specifically on StarCraft. It finds that the main areas of current academic research are in tactical and strategic decision-making, plan recognition, and learning, and it outlines the research contributions in each of these areas. The paper then contrasts the use of game AI in academia and industry, fi...

2009
Matteo Migheli

This paper compares individual preferences for a market economy in Western and Eastern Europe over more than one decade, since the fall of Berlin Wall. The aim is to understand whether preferences in the two blocks have converged towards the current orientation of the EU’s economic policy: a market economy, where the Government decides the rules, but does not enter the game directly. This is im...

2007
Martin Hofmann Mariela Pavlova

Ghost variables are assignable variables that appear in program annotations but do not correspond to physical entities. They are used to facilitate specification and verification, e.g., by using a ghost variable to count the number of iterations of a loop, and also to express extra-functional behaviours. In this paper we give a formal model of ghost variables and show how they can be eliminated...

Journal: :Int. J. Computer Games Technology 2016
Shahenda Sarhan Mohamed Abu ElSoud Hebatullah Rashed

With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games.Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly...

Journal: :Images 2023


 This paper provides an overview of changes on the electronic sports information circuit in period from 2012 to 2022. The research here focuses visual components e-sports events, especially games’ GUIs and interactive elements digital platform interfaces that provide technological scaffolding for broadcasts (such as Twitch). analysis is conducted software studies perspective, with StarCra...

2017
Jakob N. Foerster Nantas Nardelli Gregory Farquhar Triantafyllos Afouras Philip H. S. Torr Pushmeet Kohli Shimon Whiteson

Many real-world problems, such as network packet routing and urban traffic control, are naturally modeled as multi-agent reinforcement learning (RL) problems. However, existing multi-agent RL methods typically scale poorly in the problem size. Therefore, a key challenge is to translate the success of deep learning on singleagent RL to the multi-agent setting. A key stumbling block is that indep...

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