International audienceThis paper presents a constraint optimization approach to walling in real-time strategy (RTS) games. Walling is a specific type of spatial reasoning, typically em-ployed by human expert players and not currently fully exploited in RTS game AI, consisting on finding con-figurations of buildings to completely or partially block paths. Our approach is based on local search, and is specifically designed for the real-time nature of RTS games. We present experiments in the context of the RTS game StarCraft showing promising results
Real-time strategy games are of such high complexity that consideration of trying to brute force all...
Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
International audienceThis paper presents a constraint optimization approach to walling in real-time...
StarCraft is a Real-Time Strategy game, which has a large state-space, is played in real-time, and c...
International audienceThis paper presents GHOST, a combinatorial optimization solver an RTS AI devel...
For many years, Chess was the standard game to test new Artificial Intelligence (AI) algorithms for ...
Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about...
Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about...
The underlying goal of a competing agent in a discrete real-time strategy (RTS) game is to defeat an...
Real-time strategy (RTS) games constitute one of the largest game genres today and have done so for ...
Spatial reasoning is a major source of difficulties for strategy game AIs. We conjecture that qualit...
This chapter arises from the discussions of an experienced international group of researchers intere...
Spatial reasoning is a major source of difficulties for strategy game AIs. We conjecture that qualit...
Spatiotemporal reasoning is a fundamental contributor to effective problem solving. In an effort to ...
Real-time strategy games are of such high complexity that consideration of trying to brute force all...
Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
International audienceThis paper presents a constraint optimization approach to walling in real-time...
StarCraft is a Real-Time Strategy game, which has a large state-space, is played in real-time, and c...
International audienceThis paper presents GHOST, a combinatorial optimization solver an RTS AI devel...
For many years, Chess was the standard game to test new Artificial Intelligence (AI) algorithms for ...
Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about...
Autonomous agents in real-time strategy (RTS) games lack an integrated framework for reasoning about...
The underlying goal of a competing agent in a discrete real-time strategy (RTS) game is to defeat an...
Real-time strategy (RTS) games constitute one of the largest game genres today and have done so for ...
Spatial reasoning is a major source of difficulties for strategy game AIs. We conjecture that qualit...
This chapter arises from the discussions of an experienced international group of researchers intere...
Spatial reasoning is a major source of difficulties for strategy game AIs. We conjecture that qualit...
Spatiotemporal reasoning is a fundamental contributor to effective problem solving. In an effort to ...
Real-time strategy games are of such high complexity that consideration of trying to brute force all...
Movement of Units in Real-Time Strategy (RTS) Games is a non-trivial and challenging task mainly due...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...