[HTML][HTML] A survey of planning and learning in games

FF Duarte, N Lau, A Pereira, LP Reis - Applied Sciences, 2020 - mdpi.com
In general, games pose interesting and complex problems for the implementation of
intelligent agents and are a popular domain in the study of artificial intelligence. In fact …

A survey of real-time strategy game AI research and competition in StarCraft

S Ontanón, G Synnaeve, A Uriarte… - … Intelligence and AI …, 2013 - ieeexplore.ieee.org
This paper presents an overview of the existing work on AI for real-time strategy (RTS)
games. Specifically, we focus on the work around the game StarCraft, which has emerged in …

In the blink of an eye: leveraging blink-induced suppression for imperceptible position and orientation redirection in virtual reality

E Langbehn, F Steinicke, M Lappe, GF Welch… - ACM Transactions on …, 2018 - dl.acm.org
Immersive computer-generated environments (aka virtual reality, VR) are limited by the
physical space around them, eg, enabling natural walking in VR is only possible by …

Adaptive game AI with dynamic scripting

P Spronck, M Ponsen, I Sprinkhuizen-Kuyper… - Machine Learning, 2006 - Springer
Online learning in commercial computer games allows computer-controlled opponents to
adapt to the way the game is being played. As such it provides a mechanism to deal with …

A data mining approach to strategy prediction

BG Weber, M Mateas - 2009 IEEE Symposium on …, 2009 - ieeexplore.ieee.org
We present a data mining approach to opponent modeling in strategy games. Expert
gameplay is learned by applying machine learning techniques to large collections of game …

[PDF][PDF] Identifying patterns in combat that are predictive of success in MOBA games.

P Yang, BE Harrison, DL Roberts - FDG, 2014 - ciigar.csc.ncsu.edu
ABSTRACT Multiplayer Online Battle Arena (MOBA) games rely primarily on combat to
determine the ultimate outcome of the game. Combat in these types of games is highly …

Learning to win: Case-based plan selection in a real-time strategy game

DW Aha, M Molineaux, M Ponsen - International conference on case …, 2005 - Springer
While several researchers have applied case-based reasoning techniques to games, only
Ponsen and Spronck (2004) have addressed the challenging problem of learning to win real …

Towards optimizing entertainment in computer games

GN Yannakakis, J Hallam - Applied Artificial Intelligence, 2007 - Taylor & Francis
Mainly motivated by the current lack of a qualitative and quantitative entertainment
formulation of computer games and the procedures to generate it, this article covers the …

Adaptive experience engine for serious games

F Bellotti, R Berta, A De Gloria… - IEEE Transactions on …, 2009 - ieeexplore.ieee.org
Designing games that support knowledge and skill acquisition has become a promising
frontier of education techniques, since games are able to capture the user concentration for …

Building a player strategy model by analyzing replays of real-time strategy games

JL Hsieh, CT Sun - … Joint Conference on Neural Networks (IEEE …, 2008 - ieeexplore.ieee.org
Develo** computer-controlled groups to engage in combat, control the use of limited
resources, and create units and buildings in real-time strategy (RTS) games is a novel …