Bandit based monte-carlo planning
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 …
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 …
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
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 …
games. Specifically, we focus on the work around the game StarCraft, which has emerged in …
A review of real-time strategy game AI
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 …
specifically on StarCraft. It finds that the main areas of current academic research are in …
Bridging rl theory and practice with the effective horizon
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 …
catastrophically in others. Ideally, RL theory should be able to provide an understanding of …
[BOOK][B] Plan, activity, and intent recognition: Theory and practice
Plan recognition, activity recognition, and intent recognition together combine and unify
techniques from user modeling, machine vision, intelligent user interfaces, human/computer …
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
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 …
physical space around them, eg, enabling natural walking in VR is only possible by …
A review of computational intelligence in RTS games
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 …
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 …
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.
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 …
determine the ultimate outcome of the game. Combat in these types of games is highly …