Learning to Win: Case-Based Plan Selection in a Real-Time Strategy Game
By David William Aha, Matthew Molineaux, Marc J. V. Ponsen. 2005
222 citations recorded by the source corpus.
Subfields: Artificial Intelligence
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
- Gabriel Synnaeve
- David Churchill
- Ian D. Watson
- Glen Robertson
- Nicolas Usunier
- Pierre Bessière
- Nantas Nardelli
- Zeming Lin
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 Dataset for StarCraft AI & an Example of Armies Clustering (2012, unknown): “Case-based reasoning (CBR) approaches often use extensions of build trees as state lattices (and sets of tactics for each state) as for (Aha, Molineaux, and Ponsen 2005; Ponsen and Spronck 2004) in Wargus.”
- Heuristic Search Techniques for Real-Time Strategy Games (2016, methodology): “[1] also working in the Wargus domain used case-based reasoning (CBR) for dynamic plan retrieval in their Case-based Tactician (CaT) system which was successful in defeating scripted and evolved opponents.”
- A data mining approach to strategy prediction (2009, methodology): “Reinforcement learning [9] and Monte Carlo [10] methods have shown promising results for tactical aspects in RTS games, while genetic algorithms [11] and case-based reasoning [12] have been applied to strategy selection.”
- A Review of Real-Time Strategy Game AI (2014, methodology): “A drawback of this method is that the effectiveness values learned for the dynamic scripts assumes that the opponent is static and would not adapt well to a dynamic opponent (Aha, Molineaux, and Ponsen 2005).”
- Programmation et apprentissage bayésien pour les jeux vidéo multi-joueurs, application à l'intelligence artificielle de jeux de stratégies temps-réel. (Bayesian Programming and Learning for Multi-Player Video Games, Application to RTS AI) (2012, methodology): “103 [Aha et al., 2005] (Chess: ⇡ 35, Go: < 360): Weber [2012] finds a branching factor greater than 1.”
- A Bayesian model for opening prediction in RTS games with application to StarCraft (2011, methodology): “We used this replay feature to extract players actions and learn the probabilities of tech trees to happen at a given time and, in this paper, also given a labeled opening.”
- Case-Based Planning and Execution for Real-Time Strategy Games (2007, methodology): “Specifically, we are interested in real-time strategy (RTS) games, that have been shown to have huge decision spaces that cannot be dealt with search based AI techniques [2, 3].”
- A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft (2013, methodology): “[18] used CBR to perform dynamic plan retrieval in the Wargus domain.”
- A Bayesian model for RTS units control applied to StarCraft (2011, methodology): “Some interesting uses of RL [16] to RTS research are concurrent hierarchical (units Q-functions are combined higher up) RL [5] to efficiently control units in a multi-effector system fashion, and large-scale strategy games [6].”
- Behavior Trees in Robotics and AI: An Introduction (2017, background): “Building agents that perform well in this domain is challenging due to the large decision space [1].”