Real-Time Strategy (RTS) games involve multiple agents acting simultaneously, and result in enormous state dimensionality. In this paper, we propose an abstracted and simplified model for the famous game StarCraft, and design a dynamic programming algorithm to solve the building order problem, which takes minimal time to achieve a specific target. In addition, Genetic Algorithms (GA) are used to find an optimal target for the opening stage
Autonomous software has become a large part of everyday society. They drive our cars, deliver our pa...
The development of competent AI for real-time strategy games such as StarCraft is made difficult by ...
This paper presents the design and evaluation of a full AI controller for Real-Time Strategy (RTS) g...
Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many rese...
Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many rese...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
This thesis presents an approach to controlling Micromanagement in Real-Time Strategy (RTS) computer...
This thesis presents an approach to controlling Micromanagement in Real-Time Strategy (RTS) computer...
Abstract—Real-Time Strategy (RTS) games are a genre of video games representing an interesting, well...
We present a drive-based agent capable of playing the real-time strategy computer game Starcraft. Su...
Real time strategy games are complex scenarios where multiple agents must be coordinated in a dynami...
Real time strategy games are complex scenarios where multiple agents must be coordinated in a dynami...
We set out to take a look at machine learning in RTS-games, with an emphasis on dynamic scripting, a...
Autonomous software has become a large part of everyday society. They drive our cars, deliver our pa...
The development of competent AI for real-time strategy games such as StarCraft is made difficult by ...
This paper presents the design and evaluation of a full AI controller for Real-Time Strategy (RTS) g...
Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many rese...
Among Real-Time Strategy games few titles have enjoyed the continued success of StarCraft. Many rese...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
This thesis presents an approach to controlling Micromanagement in Real-Time Strategy (RTS) computer...
This thesis presents an approach to controlling Micromanagement in Real-Time Strategy (RTS) computer...
Abstract—Real-Time Strategy (RTS) games are a genre of video games representing an interesting, well...
We present a drive-based agent capable of playing the real-time strategy computer game Starcraft. Su...
Real time strategy games are complex scenarios where multiple agents must be coordinated in a dynami...
Real time strategy games are complex scenarios where multiple agents must be coordinated in a dynami...
We set out to take a look at machine learning in RTS-games, with an emphasis on dynamic scripting, a...
Autonomous software has become a large part of everyday society. They drive our cars, deliver our pa...
The development of competent AI for real-time strategy games such as StarCraft is made difficult by ...
This paper presents the design and evaluation of a full AI controller for Real-Time Strategy (RTS) g...