Real-Time Strategy games (RTS) are representatives of the highest class of computational complexity in computer game genres. To cope with the high complexity of the state-action space of RTS game worlds, various Machine Learning algorithms are being used and researched extensively. In this article, we apply eXtended Classifier Systems (XCS) to the domain of RTS games. The XCS algorithm belongs to a Learning Classifier Systems (LCS) group known for their adaptability, generalisation, and scalability. We build the game agent named AIXCS. It uses a group of XCS algorithms, which generate a set of unit-actions used in the RTS game. The AIXCS operates without prior learning from the game runs and in tight timing constraints. The AIXCS was put to...
This document summarises my research in the area of Real-Time Strategy (RTS) video game Artificial I...
The fundamental game of real-time strategy (RTS) is collecting resources to build an army with milit...
International audienceThis paper presents an overview of the existing work on AI for real-time strat...
Real-Time Strategy games (RTS) are representatives of the highest class of computational complexity ...
Real Time Strategy Games (RTSG) are a strong test bed for AI research, particularly on the subject o...
State of the art game-playing Artificial Intelligence research focuses heavily on non-symbolic learn...
Games are becoming increasingly indispensable, not only for fun but also to support tasks that are m...
Real-Time Strategy (RTS) games can be abstracted to resource allocation applicable in many fields an...
We set out to take a look at machine learning in RTS-games, with an emphasis on dynamic scripting, a...
RTS games — such as StarCraft by Blizzard Entertainmentand Command and Conquer by Electronic Arts — ...
Real-time strategy games are of such high complexity that consideration of trying to brute force all...
Abstract—Real-Time Strategy (RTS) games are a genre of video games representing an interesting, well...
Video games are complex simulation environments with many real-world properties that need to be addr...
The underlying goal of a competing agent in a discrete real-time strategy (RTS) game is to defeat an...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
This document summarises my research in the area of Real-Time Strategy (RTS) video game Artificial I...
The fundamental game of real-time strategy (RTS) is collecting resources to build an army with milit...
International audienceThis paper presents an overview of the existing work on AI for real-time strat...
Real-Time Strategy games (RTS) are representatives of the highest class of computational complexity ...
Real Time Strategy Games (RTSG) are a strong test bed for AI research, particularly on the subject o...
State of the art game-playing Artificial Intelligence research focuses heavily on non-symbolic learn...
Games are becoming increasingly indispensable, not only for fun but also to support tasks that are m...
Real-Time Strategy (RTS) games can be abstracted to resource allocation applicable in many fields an...
We set out to take a look at machine learning in RTS-games, with an emphasis on dynamic scripting, a...
RTS games — such as StarCraft by Blizzard Entertainmentand Command and Conquer by Electronic Arts — ...
Real-time strategy games are of such high complexity that consideration of trying to brute force all...
Abstract—Real-Time Strategy (RTS) games are a genre of video games representing an interesting, well...
Video games are complex simulation environments with many real-world properties that need to be addr...
The underlying goal of a competing agent in a discrete real-time strategy (RTS) game is to defeat an...
Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically i...
This document summarises my research in the area of Real-Time Strategy (RTS) video game Artificial I...
The fundamental game of real-time strategy (RTS) is collecting resources to build an army with milit...
International audienceThis paper presents an overview of the existing work on AI for real-time strat...