A key challenge for planning systems in real-time multiagent domains is to search in large action spaces to decide an agent’s next action. Previous works showed that handcrafted action abstractions allow planning systems to focus their search on a subset of promising actions. In this paper we show that the problem of generating action abstractions can be cast as a problem of selecting a subset of pure strategies from a pool of options. We model the selection of a subset of pure strategies as a two-player game in which the strategy set of the players is the powerset of the pool of options— we call this game the subset selection game. We then present an evolutionary algorithm for solving such a game. Empirical results on small matches of µRTS...
We present a drive-based agent capable of playing the real-time strategy computer game Starcraft. Su...
We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. S...
The purpose of this investigation is to develop a methodology for the automated generation of game s...
When studying extensive-form games it is commonly assumed that players make their decisions individu...
We address the problem of playing turn-based multi-action adversarial games, which include many stra...
Action abstractions restrict the number of legal actions available during search in multi-unit real-...
Planning has traditionally focused on single agent systems. Although planning domain languages have ...
Multiagent planning is computationally hard in the gen-eral case due to the exponential blowup in th...
This paper introduces an AI agent that can play a simplified Real-Time Strategy game by using a sing...
Planning in domains with temporal and numerical properties is an important research problem. One app...
Multi-agent decision problems can often be formulated as extensive-form games. We focus on imperfect...
This paper provides an overview of different approaches for handling extensive games. It focuses on ...
Publisher Copyright: IEEE Copyright: Copyright 2021 Elsevier B.V., All rights reserved.We consider l...
We describe a generalization of extensive-form games that greatly increases representational power w...
In real-time games, agents have limited time to respond to environmental cues. This requires either ...
We present a drive-based agent capable of playing the real-time strategy computer game Starcraft. Su...
We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. S...
The purpose of this investigation is to develop a methodology for the automated generation of game s...
When studying extensive-form games it is commonly assumed that players make their decisions individu...
We address the problem of playing turn-based multi-action adversarial games, which include many stra...
Action abstractions restrict the number of legal actions available during search in multi-unit real-...
Planning has traditionally focused on single agent systems. Although planning domain languages have ...
Multiagent planning is computationally hard in the gen-eral case due to the exponential blowup in th...
This paper introduces an AI agent that can play a simplified Real-Time Strategy game by using a sing...
Planning in domains with temporal and numerical properties is an important research problem. One app...
Multi-agent decision problems can often be formulated as extensive-form games. We focus on imperfect...
This paper provides an overview of different approaches for handling extensive games. It focuses on ...
Publisher Copyright: IEEE Copyright: Copyright 2021 Elsevier B.V., All rights reserved.We consider l...
We describe a generalization of extensive-form games that greatly increases representational power w...
In real-time games, agents have limited time to respond to environmental cues. This requires either ...
We present a drive-based agent capable of playing the real-time strategy computer game Starcraft. Su...
We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. S...
The purpose of this investigation is to develop a methodology for the automated generation of game s...