نتایج جستجو برای: starcraft

تعداد نتایج: 510  

Journal: :CoRR 2016
Gabriel Synnaeve Nantas Nardelli Alex Auvolat Soumith Chintala Timothée Lacroix Zeming Lin Florian Richoux Nicolas Usunier

We present TorchCraft, a library that enables deep learning research on Real-Time Strategy (RTS) games such as StarCraft: Brood War, by making it easier to control these games from a machine learning framework, here Torch [9]. This white paper argues for using RTS games as a benchmark for AI research, and describes the design and components of TorchCraft.

Journal: :Proceedings of the AAAI Conference on Artificial Intelligence 2019

2014
Graham Kurtis Stephen Erickson Michael Buro

State evaluation and opponent modelling are important areas to consider when designing game-playing Artificial Intelligence. This paper presents a model for predicting which player will win in the real-time strategy game StarCraft. Model weights are learned from replays using logistic regression. We also present some metrics for estimating player skill which can be used a features in the predic...

Journal: :CoRR 2015
Sainbayar Sukhbaatar Arthur Szlam Gabriel Synnaeve Soumith Chintala Rob Fergus

This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then statements or set negation). A variety of neural models (fully connected, convolutional network, memory network) are deployed via reinforcement learning on th...

2011
Pedro Cadena Leonardo Garrido

We present the combination of Fuzzy sets and Case-Based Reasoning (FCBR) to deal with strategic and tactical management in the real-time strategy environment of StarCraft. Case-based reasoning is a problem solving AI approach that uses past experience to deal with actual problems. Fuzzy set theory is used in case representation to provide a characterization of imprecise and uncertain informatio...

2011
David Churchill Michael Buro

In recent years, real-time strategy (RTS) games have gained interest in the AI research community for their multitude of challenging subproblems — such as collaborative pathfinding, effective resource allocation and unit targeting, to name a few. In this paper we consider the build order problem in RTS games in which we need to find concurrent action sequences that, constrained by unit dependen...

2013
Guillaume Bosc Mehdi Kaytoue-Uberall Chedy Raïssi Jean-François Boulicaut

Electronic sport, or e-sport, denotes the extreme practice of video games where so-called cyber-athletes compete in world-wide tournaments. As for any sport, such professionals are surrounded by sponsors and practice within professional teams. These professional games are even broadcast by commentators over specialized TV channels. StarCraft II (Blizzard Entertainment) is one of the most compet...

Journal: :IEEE Transactions on Emerging Topics in Computational Intelligence 2019

Journal: :AI Magazine 2013
Oliver Bown Arne Eigenfeldt Rania A. HodHod Philippe Pasquier Reid Swanson Stephen G. Ware Jichen Zhu

With the advent of the BWAPI StarCraft programming interface, interest in real-time strategy (RTS) game AI has increased considerably. At the 2011 AIIDE conference, several papers on the subject were presented, ranging from build order planning, over state estimation, to plan recognition. In addition, a panel discussion on RTS game AI took place, the StarCraft competition was discussed, prizes ...

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