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Real-Time Strategy Games

Real-Time Strategy (RTS) tasks involve training an agent to play video games with continuous gameplay and high-level macro-strategic goals such as map control, economic superiority and more.

( Image credit: Multi-platform Version of StarCraft: Brood War in a Docker Container )

Papers

Showing 125 of 46 papers

TitleStatusHype
Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement LearningCode1
Detecting Video Game Player Burnout with the Use of Sensor Data and Machine LearningCode1
Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports DatasetCode1
Action Guidance: Getting the Best of Sparse Rewards and Shaped Rewards for Real-time Strategy GamesCode1
A Closer Look at Invalid Action Masking in Policy Gradient AlgorithmsCode1
The StarCraft Multi-Agent ChallengeCode1
Three-dimensional attention Transformer for state evaluation in real-time strategy games0
Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors0
Identifying and Clustering Counter Relationships of Team Compositions in PvP Games for Efficient Balance AnalysisCode0
CortexCompile: Harnessing Cortical-Inspired Architectures for Enhanced Multi-Agent NLP Code Synthesis0
Deep Reinforcement Learning for Autonomous Cyber Defence: A Survey0
A Hierarchical Game-Theoretic Decision-Making for Cooperative Multi-Agent Systems Under the Presence of Adversarial Agents0
System Design for an Integrated Lifelong Reinforcement Learning Agent for Real-Time Strategy Games0
Forecasting Evolution of Clusters in Game Agents with Hebbian Learning0
Terrain Analysis in StarCraft 1 and 2 as Combinatorial OptimizationCode0
On games and simulators as a platform for development of artificial intelligence for command and control0
Multi-Agent Deep Reinforcement Learning using Attentive Graph Neural Architectures for Real-Time Strategy Games0
The Design Of "Stratega": A General Strategy Games Framework0
A Survey of Deep Reinforcement Learning in Video Games0
Constrained optimization under uncertainty for decision-making problems: Application to Real-Time Strategy gamesCode0
StarAlgo: A Squad Movement Planning Library for StarCraft using Monte Carlo Tree Search and NegamaxCode0
Macro action selection with deep reinforcement learning in StarCraftCode0
Forward Modeling for Partial Observation Strategy Games - A StarCraft DefoggerCode0
Clear the Fog: Combat Value Assessment in Incomplete Information Games with Convolutional Encoder-DecodersCode0
High-Level Strategy Selection under Partial Observability in StarCraft: Brood War0
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