نتایج جستجو برای: starcraft
تعداد نتایج: 510 فیلتر نتایج به سال:
1 Computing Science Department of the University of Alberta, Edmonton, Canada. [email protected] 2 Information Systems and Statistics, Westf. Wilhelmsuniversität Münster, Germany. [email protected] 3 Nantes Atlantic Computer Science Laboratory (LINA) of the Université de Nantes, France. [email protected] 4 Cognitive Science and Psycholinguistics (LSCP) of ENS Ulm, Par...
We describe an application of neural networks to predict the placements of resources in StarCraft II maps. Networks are trained on existing maps taken from databases of maps actively used in online competitions and tested on unseen maps with resources (minerals and vespene gas) removed. This method is potentially useful for AI-assisted game design tools, allowing the suggestion of resource and ...
In this paper we propose using a Genetic Algorithm to optimize the placement of buildings in Real-Time Strategy games. Candidate solutions are evaluated by running base assault simulations. We present experimental results in SparCraft — a StarCraft combat simulator — using battle setups extracted from human and bot StarCraft games. We show that our system is able to turn base assaults that are ...
This paper presents GHOST, a combinatorial optimization solver an RTS AI developer can use as a blackbox to solve any problems encoded by a constraint satisfaction/optimization problem. We show a way to model three very different RTS problems by a constraint satisfaction/optimization problem, each problem belonging to a specific level of abstraction, and test our solver on them, using StarCraft...
Bupropion has been used in the treatment of patients with substance dependence based on its weak inhibition of dopamine and norepinephrine reuptake. We hypothesized that 6 weeks of bupropion sustained release (SR) treatment would decrease craving for Internet game play as well as video game cue-induced brain activity in patients with Internet video game addiction (IAG). Eleven subjects who met ...
Smart decision making at the tactical level is important for Artificial Intelligence (AI) agents to perform well in the domain of real-time strategy (RTS) games. Winning battles is crucial in RTS games, and while ahumans can decide when and how to attack based on their experience, it is challenging for AI agents to estimate combat outcomes accurately. A few existing models address this problem ...
Real-Time Strategy games have become a popular test-bed for modern AI system due to their real-time computational constraints, complex multi-unit control problems, and imperfect information. One of the most important aspects of any RTS AI system is the efficient control of units in complex combat scenarios, also known as micromanagement. Recently, a model-based heuristic search technique called...
In this paper we propose using a Genetic Algorithm to optimize the placement of buildings in Real-Time Strategy games. Candidate solutions are evaluated by running base assault simulations. We present experimental results in SparCraft — a StarCraft combat simulator — using battle setups extracted from human and bot StarCraft games. We show that our system is able to turn base assaults that are ...
Robust AI systems need to be able to reason about their goals and formulate new goals based on the given situation. Case-based goal formulation is a technique for formulating new goals for an agent using a library of examples. We provide a formalization of this term and two algorithms that implement this definition. The algorithms are compared against classification techniques on the tasks of o...
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