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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 146 of 46 papers

TitleStatusHype
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
Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement LearningCode1
Multi-Agent Deep Reinforcement Learning using Attentive Graph Neural Architectures for Real-Time Strategy Games0
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
The Design Of "Stratega": A General Strategy Games Framework0
A Closer Look at Invalid Action Masking in Policy Gradient AlgorithmsCode1
A Survey of Deep Reinforcement Learning in Video Games0
The StarCraft Multi-Agent ChallengeCode1
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
TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full GameCode0
Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy GamesCode0
StarCraft Micromanagement with Reinforcement Learning and Curriculum Transfer LearningCode0
Evolutionary Multi-objective Optimization of Real-Time Strategy Micro0
Co-evolving Real-Time Strategy Game Micro0
Neuroevolution for RTS Micro0
Multi-objective evolution for 3D RTS Micro0
Multi-platform Version of StarCraft: Brood War in a Docker Container: Technical ReportCode0
Combinatorial Multi-armed Bandits for Real-Time Strategy Games0
MSC: A Dataset for Macro-Management in StarCraft IICode0
Combining Strategic Learning and Tactical Search in Real-Time Strategy Games0
Deep Learning for Video Game Playing0
StarCraft II: A New Challenge for Reinforcement LearningCode0
STARDATA: A StarCraft AI Research DatasetCode0
ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy GamesCode0
TorchCraft: a Library for Machine Learning Research on Real-Time Strategy GamesCode0
Demonstrating the Feasibility of Automatic Game Balancing0
Reinforcement Learning approach for Real Time Strategy Games Battle city and S30
Implementing a Wall-In Building Placement in StarCraft with Declarative Programming0
A Dataset for StarCraft AI \& an Example of Armies ClusteringCode0
Experiments with Game Tree Search in Real-Time Strategy GamesCode0
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