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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 2646 of 46 papers

TitleStatusHype
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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