Browse > Playing Games > Video Games > Real-Time Strategy Games

Real-Time Strategy Games

13 papers with code · Playing Games
Subtask of Video 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.

State-of-the-art leaderboards

No evaluation results yet. Help compare methods by submit evaluation metrics.

Greatest papers with code

StarCraft II: A New Challenge for Reinforcement Learning

16 Aug 2017deepmind/pysc2

Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain.

STARCRAFT STARCRAFT II

ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games

NeurIPS 2017 facebookresearch/ELF

In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like Arcade Learning Environment.

ATARI GAMES STARCRAFT

TorchCraft: a Library for Machine Learning Research on Real-Time Strategy Games

1 Nov 2016TorchCraft/TorchCraft

We present TorchCraft, a library that enables deep learning research on Real-Time Strategy (RTS) games such as StarCraft: Brood War, by making it easier to control these games from a machine learning framework, here Torch.

STARCRAFT

STARDATA: A StarCraft AI Research Dataset

7 Aug 2017TorchCraft/StarData

We provide full game state data along with the original replays that can be viewed in StarCraft.

IMITATION LEARNING STARCRAFT

A Dataset for StarCraft AI \& an Example of Armies Clustering

19 Nov 2012TorchCraft/StarData

We evaluated this clustering method by predicting the outcomes of battles based on armies compositions' mixtures components

STARCRAFT

The StarCraft Multi-Agent Challenge

11 Feb 2019oxwhirl/pymarl

In this paper, we propose the StarCraft Multi-Agent Challenge (SMAC) as a benchmark problem to fill this gap.

MULTI-AGENT REINFORCEMENT LEARNING STARCRAFT STARCRAFT II

Multi-platform Version of StarCraft: Brood War in a Docker Container: Technical Report

7 Jan 2018Games-and-Simulations/sc-docker

We present a dockerized version of a real-time strategy game StarCraft: Brood War, commonly used as a domain for AI research, with a pre-installed collection of AI developement tools supporting all the major types of StarCraft bots.

STARCRAFT

MSC: A Dataset for Macro-Management in StarCraft II

9 Oct 2017wuhuikai/MSC

We also split MSC into training, validation and test set for the convenience of evaluation and comparison.

STARCRAFT STARCRAFT II

TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game

19 Sep 2018Tencent/TStarBots

Both TStarBot1 and TStarBot2 are able to defeat the built-in AI agents from level 1 to level 10 in a full game (1v1 Zerg-vs-Zerg game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating agents with unfair advantages such as full vision on the whole map and resource harvest boosting.

DECISION MAKING STARCRAFT STARCRAFT II

Macro action selection with deep reinforcement learning in StarCraft

2 Dec 2018Bilibili/LastOrder

In recent years, SC is also considered as a testbed for AI research, due to its enormous state space, hidden information, multi-agent collaboration and so on.

STARCRAFT