نتایج جستجو برای: starcraft

تعداد نتایج: 510  

2015
Antonio A. Sánchez-Ruiz-Granados

Real-Time Strategy (RTS) games are popular testbeds for AI researchers. In this paper we compare different machine learning algorithms to predict the outcome of small battles of marines in StarCraft, a popular RTS game. The predictions are made from the perspective of an external observer of the game and they are based only on the actions that the different units perform in the battlefield. Our...

2014
Chen Si Yusuf Pisan Chek Tien Tan

Real-time strategy (RTS) games represent a mainstream genre of video games. They are also practical test-beds for intelligent agents, which have received considerable interest from Artificial Intelligence (AI) researchers, in particular game AI researchers. Terrain knowledge understanding is a fundamental issue for RTS agents and map decomposition methods can help AI agents in representing terr...

2003
Mark Claypool David LaPoint Josh Winslow

Network games are becoming increasingly popular, but their traf ic patterns have received little attention from the academic research community. A better understanding of network game t ra f i c can lead t o more effective network architectures and more realistic network simulations. W e gathered t ra f i c traces from live Internet games of Counter-strike and Starcraft, representative games fr...

2013
Tetske Avontuur Pieter Spronck Menno van Zaanen

Starcraft II is a popular real-time strategy (RTS) game, in which players compete with each other online. Based on their performance, the players are ranked in one of seven leagues. In our research, we aim at constructing a player model that is capable of predicting the league in which a player competes, using observations of their in-game behavior. Based on cognitive research and our knowledge...

Journal: :IEEE Transactions on Computational Intelligence and AI in Games 2013

2015
Alberto Uriarte Santiago Ontañón

Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or “simulator”) of the game at hand. However, in some games such forward model is not readily available. In this paper we address the problem of automatically learning forward models (more specifically, combats models) for two-player attrition games. We report experiments comparing several ap...

2000
Michael Freed Travis Bear Herrick Goldman Geoffrey Hyatt Paul Reber Joshua Tauber

Current-generation online games typically incorporate a “computer” opponent to train new players to compete against human opponents. The quality of this training depends to a large degree on how similar the computer’s play is to that of an experienced human player. For instance, inhuman weaknesses in computer play encourage new players to develop tactics, prediction rules and playing styles tha...

2014
Marius Stanescu Nicolas A. Barriga Michael Buro

Real-Time Strategy (RTS) video games have proven to be a very challenging application area for artificial intelligence research. Existing AI solutions are limited by vast state and action spaces and real-time constraints. Most implementations efficiently tackle various tactical or strategic sub-problems, but there is no single algorithm fast enough to be successfully applied to big problem sets...

Journal: :CoRR 2012
Gabriel Synnaeve Pierre Bessière

HAL is a multi-disciplinary open access archive for the deposit and dissemination of scientific research documents, whether they are published or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau...

نمودار تعداد نتایج جستجو در هر سال

با کلیک روی نمودار نتایج را به سال انتشار فیلتر کنید