A Review of Real-Time Strategy Game AI
By Glen Robertson, Ian D. Watson. 2014
128 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Sergey Levine
- Yoshua Bengio
- Pieter Abbeel
- Jianfeng Gao
- Ruslan Salakhutdinov
- Quoc V. Le
- Mohit Bansal
- Shimon Whiteson
In Developmental and Educational Psychology
- Timothy P. Lillicrap
- David Silver
- Oriol Vinyals
- Sergey Bartunov
- Gabriel Synnaeve
- Hado van Hasselt
- Balaraman Ravindran
- Yuxi Li
Citations in the corpus
- TorchCraft: a Library for Machine Learning Research on Real-Time Strategy Games (2016, methodology): “As the scope of this paper is not to give a review of RTS AI research, we refer the reader to these surveys about existing research on RTS and StarCraft AI [16, 17].”
- StarCraft II: A New Challenge for Reinforcement Learning (2017, background): “[21] and Robertson & Watson [25] for an overview.”
- StarCraft Micromanagement With Reinforcement Learning and Curriculum Transfer Learning (2018, background): “In recent years, the study of StarCraft AI has an impressive progress, driven by some StarCraft AI competitions and Brood War Application Programming Interface (BWAPI)1 [10].”
- Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings (2020, background): “Despite such complexity and mechanism, the methodological explorations on AI systems for MOBA-game-playing are still very limited [5].”
- Mastering Complex Control in MOBA Games with Deep Reinforcement Learning (2019, background): “This work is also related to research on building AI agents for playing StarCraft 1v1 games which have been significantly explored (Ontanón et al. 2013; Robertson and Watson 2014).”