Abstract—We describe a generative Bayesian model of tactical attacks in strategy games, which can be used both to predict attacks and to take tactical decisions. This model is designed to easily integrate and merge information from other (probabilistic) estimations and heuristics. In particular, it handles uncertainty in enemy units ’ positions as well as their probable tech tree. We claim that learning, being it supervised or through reinforcement, adapts to skewed data sources. We evaluated our approach on StarCraft1: the parameters are learned on a new (freely available) dataset of game states, deterministically re-created from replays, and the whole model is evaluated for prediction in realistic conditions. It is also the tactical decis...
When playing a Real Time Strategy(RTS) game against the non-human player(bot) it is important that t...
International audienceThis paper advocates the exploration of the full state of recorded real-time s...
This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, b...
International audienceWe describe a generative Bayesian model of tactical attacks in strategy games,...
Abstract. We describe a generative Bayesian model of tactical attacks in strategy games, which can b...
We study the problem of learning probabilistic models of high-level strategic behavior in the real-t...
International audienceThis paper showcases the use of Bayesian models for real-time strategy (RTS) g...
International audienceThis paper presents a Bayesian model to predict the opening (first strategy) o...
Recent research in artificial intelligence (AI) for real time strategies (RTS) has shown a great nee...
The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. “Tech trees...
7 pagesInternational audienceThe task of keyhole (unobtrusive) plan recognition is central to adapti...
International audienceIn real-time strategy games (RTS), the player must reason about high-level str...
Video games are complex simulation environments with many real-world properties that need to be addr...
Opponent modeling is a key challenge in Real-Time Strategy (RTS) games as the environment is adversa...
Abstract—Developing computer-controlled groups to engage in combat, control the use of limited resou...
When playing a Real Time Strategy(RTS) game against the non-human player(bot) it is important that t...
International audienceThis paper advocates the exploration of the full state of recorded real-time s...
This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, b...
International audienceWe describe a generative Bayesian model of tactical attacks in strategy games,...
Abstract. We describe a generative Bayesian model of tactical attacks in strategy games, which can b...
We study the problem of learning probabilistic models of high-level strategic behavior in the real-t...
International audienceThis paper showcases the use of Bayesian models for real-time strategy (RTS) g...
International audienceThis paper presents a Bayesian model to predict the opening (first strategy) o...
Recent research in artificial intelligence (AI) for real time strategies (RTS) has shown a great nee...
The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. “Tech trees...
7 pagesInternational audienceThe task of keyhole (unobtrusive) plan recognition is central to adapti...
International audienceIn real-time strategy games (RTS), the player must reason about high-level str...
Video games are complex simulation environments with many real-world properties that need to be addr...
Opponent modeling is a key challenge in Real-Time Strategy (RTS) games as the environment is adversa...
Abstract—Developing computer-controlled groups to engage in combat, control the use of limited resou...
When playing a Real Time Strategy(RTS) game against the non-human player(bot) it is important that t...
International audienceThis paper advocates the exploration of the full state of recorded real-time s...
This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, b...