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Starcraft

Starcraft I is a RTS game; the task is to train an agent to play the game.

( Image credit: Macro Action Selection with Deep Reinforcement Learning in StarCraft )

Papers

Showing 251300 of 311 papers

TitleStatusHype
F2A2: Flexible Fully-decentralized Approximate Actor-critic for Cooperative Multi-agent Reinforcement Learning0
From Chess and Atari to StarCraft and Beyond: How Game AI is Driving the World of AI0
A Limited-Capacity Minimax Theorem for Non-Convex Games or: How I Learned to Stop Worrying about Mixed-Nash and Love Neural Nets0
Reinforcement Learning-based Application Autoscaling in the Cloud: A Survey0
Heterogeneous Learning from Demonstration0
SMIX(λ): Enhancing Centralized Value Functions for Cooperative Multi-Agent Reinforcement LearningCode0
A Narration-based Reward Shaping Approach using Grounded Natural Language Commands0
A Structured Prediction Approach for Generalization in Cooperative Multi-Agent Reinforcement LearningCode0
Learning Nearly Decomposable Value Functions Via Communication MinimizationCode0
Deep Coordination GraphsCode0
Efficient Communication in Multi-Agent Reinforcement Learning via Variance Based ControlCode0
Action Semantics Network: Considering the Effects of Actions in Multiagent SystemsCode0
Arena: a toolkit for Multi-Agent Reinforcement LearningCode0
Learning a Behavioral Repertoire from Demonstrations0
Growing Action SpacesCode0
Explainable Reinforcement Learning Through a Causal LensCode0
Deep reinforcement learning with relational inductive biases0
Grounding Natural Language Commands to StarCraft II Game States for Narration-Guided Reinforcement Learning0
Efficient Reinforcement Learning for StarCraft by Abstract Forward Models and Transfer LearningCode0
Neural-encoding Human Experts' Domain Knowledge to Warm Start Reinforcement LearningCode0
Dungeon Crawl Stone Soup as an Evaluation Domain for Artificial Intelligence0
The Natural Language of ActionsCode0
StarAlgo: A Squad Movement Planning Library for StarCraft using Monte Carlo Tree Search and NegamaxCode0
Learning when to Communicate at Scale in Multiagent Cooperative and Competitive TasksCode0
Variational Saccading: Efficient Inference for Large Resolution ImagesCode0
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
Modular Architecture for StarCraft II with Deep Reinforcement Learning0
Multi-Agent Common Knowledge Reinforcement LearningCode0
On Reinforcement Learning for Full-length Game of StarCraft0
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
Asynchronous Advantage Actor-Critic Agent for Starcraft II0
Relational Deep Reinforcement LearningCode0
Value Propagation Networks0
Action Categorization for Computationally Improved Task Learning and Planning0
StarCraft Micromanagement with Reinforcement Learning and Curriculum Transfer LearningCode0
Neuroevolution for RTS Micro0
Multi-objective evolution for 3D RTS Micro0
Composable Planning with Attributes0
Multi-platform Version of StarCraft: Brood War in a Docker Container: Technical ReportCode0
RedDwarfData: a simplified dataset of StarCraft matchesCode0
Revisiting the Master-Slave Architecture in Multi-Agent Deep Reinforcement Learning0
Towards a Deep Reinforcement Learning Approach for Tower Line Wars0
MSC: A Dataset for Macro-Management in StarCraft IICode0
StarCraft II: A New Challenge for Reinforcement LearningCode0
STARDATA: A StarCraft AI Research DatasetCode0
Learning Macromanagement in StarCraft from Replays using Deep Learning0
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