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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
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
A Closer Look at Invalid Action Masking in Policy Gradient AlgorithmsCode1
The StarCraft Multi-Agent ChallengeCode1
Gym-μRTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement LearningCode1
Action Guidance: Getting the Best of Sparse Rewards and Shaped Rewards for Real-time Strategy GamesCode1
Constrained optimization under uncertainty for decision-making problems: Application to Real-Time Strategy gamesCode0
A Dataset for StarCraft AI \& an Example of Armies ClusteringCode0
Clear the Fog: Combat Value Assessment in Incomplete Information Games with Convolutional Encoder-DecodersCode0
Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy GamesCode0
ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy GamesCode0
Experiments with Game Tree Search in Real-Time Strategy GamesCode0
Forward Modeling for Partial Observation Strategy Games - A StarCraft DefoggerCode0
Identifying and Clustering Counter Relationships of Team Compositions in PvP Games for Efficient Balance AnalysisCode0
Macro action selection with deep reinforcement learning in StarCraftCode0
MSC: A Dataset for Macro-Management in StarCraft IICode0
Multi-platform Version of StarCraft: Brood War in a Docker Container: Technical ReportCode0
StarAlgo: A Squad Movement Planning Library for StarCraft using Monte Carlo Tree Search and NegamaxCode0
StarCraft II: A New Challenge for Reinforcement LearningCode0
StarCraft Micromanagement with Reinforcement Learning and Curriculum Transfer LearningCode0
STARDATA: A StarCraft AI Research DatasetCode0
Terrain Analysis in StarCraft 1 and 2 as Combinatorial OptimizationCode0
TorchCraft: a Library for Machine Learning Research on Real-Time Strategy GamesCode0
TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full GameCode0
Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors0
System Design for an Integrated Lifelong Reinforcement Learning Agent for Real-Time Strategy Games0
Implementing a Wall-In Building Placement in StarCraft with Declarative Programming0
Three-dimensional attention Transformer for state evaluation in real-time strategy games0
The Design Of "Stratega": A General Strategy Games Framework0
Multi-Agent Deep Reinforcement Learning using Attentive Graph Neural Architectures for Real-Time Strategy Games0
Multi-objective evolution for 3D RTS Micro0
Combining Strategic Learning and Tactical Search in Real-Time Strategy Games0
Combinatorial Multi-armed Bandits for Real-Time Strategy Games0
CortexCompile: Harnessing Cortical-Inspired Architectures for Enhanced Multi-Agent NLP Code Synthesis0
Deep Learning for Video Game Playing0
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
Demonstrating the Feasibility of Automatic Game Balancing0
Co-evolving Real-Time Strategy Game Micro0
Neuroevolution for RTS Micro0
Evolutionary Multi-objective Optimization of Real-Time Strategy Micro0
On games and simulators as a platform for development of artificial intelligence for command and control0
Forecasting Evolution of Clusters in Game Agents with Hebbian Learning0
Reinforcement Learning approach for Real Time Strategy Games Battle city and S30
A Survey of Deep Reinforcement Learning in Video Games0
High-Level Strategy Selection under Partial Observability in StarCraft: Brood War0
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