Bandit based monte-carlo planning

L Kocsis, C Szepesvári - European conference on machine learning, 2006 - Springer
For large state-space Markovian Decision Problems Monte-Carlo planning is one of the few
viable approaches to find near-optimal solutions. In this paper we introduce a new algorithm …

Efficient selectivity and backup operators in Monte-Carlo tree search

R Coulom - International conference on computers and games, 2006 - Springer
A Monte-Carlo evaluation consists in estimating a position by averaging the outcome of
several random continuations. The method can serve as an evaluation function at the leaves …

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 …

A review of real-time strategy game AI

G Robertson, I Watson - Ai Magazine, 2014 - ojs.aaai.org
This literature review covers AI techniques used for real-time strategy video games, focusing
specifically on StarCraft. It finds that the main areas of current academic research are in …

Bridging rl theory and practice with the effective horizon

C Laidlaw, SJ Russell… - Advances in Neural …, 2023 - proceedings.neurips.cc
Deep reinforcement learning (RL) works impressively in some environments and fails
catastrophically in others. Ideally, RL theory should be able to provide an understanding of …

[BOOK][B] Plan, activity, and intent recognition: Theory and practice

G Sukthankar, C Geib, HH Bui, D Pynadath… - 2014 - books.google.com
Plan recognition, activity recognition, and intent recognition together combine and unify
techniques from user modeling, machine vision, intelligent user interfaces, human/computer …

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 …

A review of computational intelligence in RTS games

R Lara-Cabrera, C Cotta… - 2013 IEEE Symposium …, 2013 - ieeexplore.ieee.org
Real-time strategy games offer a wide variety of fundamental AI research challenges. Most
of these challenges have applications outside the game domain. This paper provides a …

The combinatorial multi-armed bandit problem and its application to real-time strategy games

S Ontanón - Proceedings of the AAAI Conference on Artificial …, 2013 - ojs.aaai.org
Game tree search in games with large branching factors is a notoriously hard problem. In
this paper, we address this problem with a new sampling strategy for Monte Carlo Tree …

[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 …