Case-Based Planning and Execution for Real-Time Strategy Games
By Santiago Ontañón, Kinshuk Mishra, Neha Sugandh, Ashwin Ram. 2007
173 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Vision and Pattern Recognition
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
- Nicolas Usunier
- Nantas Nardelli
- Zeming Lin
- Shimon Whiteson
- Ian D. Watson
- Glen Robertson
- Soumith Chintala
In Computer Vision and Pattern Recognition
- Luc Van Gool
- Xiaogang Wang
- Dacheng Tao
- Bernt Schiele
- Ming-Hsuan Yang
- Trevor Darrell
- Jitendra Malik
- Andrea Vedaldi
Citations in the corpus
- TorchCraft: a Library for Machine Learning Research on Real-Time Strategy Games (2016, background): “Related work: Classical AI approaches normally involving planning and search [2, 15, 24, 7] are extremely challenged by the combinatorial action space and the complex dynamics of RTS games, making simulation (and thus Monte Carlo tree search) difficult [8, 22].”
- 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.”
- A Review of Real-Time Strategy Game AI (2014, methodology): “Ontañón et al. (2007) use the ideas of behaviors, goals, and alive-conditions from A Behavior Language (ABL, introduced by Mateas and Stern (2002)) combined with the ideas from earlier CBP systems to form a case-based system for playing Wargus.”
- A Bayesian model for RTS units control applied to StarCraft (2011, background): “In real game setups, RL models have to deal with the fact that the state spaces to explore is enormous, so learning will be slow or shallow.”