RTS Games and Real-Time AI Research
By Michael Buro, Timothy Furtak. 2003
100 citations recorded by the source corpus.
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Gabriel Synnaeve
- Nantas Nardelli
- Yoshua Bengio
- Nicolas Usunier
- Mohit Bansal
- Zeming Lin
- Zhe Gan
- Quoc V. Le
Citations in the corpus
- TorchCraft: a Library for Machine Learning Research on Real-Time Strategy Games (2016, background): “Real-time strategy (RTS) games have historically been a domain of interest of the planning and decision making research communities [5, 2, 6, 16, 17].”
- A Review of Real-Time Strategy Game AI (2014, methodology): “…have a vast space of actions and game states, with durative actions, a huge branching factor, and actions which can have long-term effects throughout the course of a match (Buro and Churchill 2012; Buro and Furtak 2004; Mehta et al. 2009; Ontañón 2012; Tozour 2002; Weber, Mateas, and Jhala 2010).”