Heuristic Search Techniques for Real-Time Strategy Games
By David Churchill. 2016
14 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Sociology and Political Science
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
- Shimon Whiteson
- Zeming Lin
- Yoshua Bengio
- T. Zhang
- Timothée Lacroix
In Developmental and Educational Psychology
In Sociology and Political Science
- Nantas Nardelli
- Zeming Lin
- Nicolas Usunier
- Gabriel Synnaeve
- Soumith Chintala
- Shimon Whiteson
- Gregory Farquhar
- David Churchill
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].”
- TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game (2018, methodology): “The RTS game StarCraft I has been taken as the platform for AI research for long, refer to [18, 19] for a review.”