Real-Time Strategy Games

23 papers with code • 0 benchmarks • 4 datasets

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.

( Image credit: Multi-platform Version of StarCraft: Brood War in a Docker Container )

Latest papers with no code

Co-evolving Real-Time Strategy Game Micro

no code yet • 27 Mar 2018

Although good long-term macro-strategy and good short-term unit micromanagement both impact real-time strategy games performance, this paper focuses on generating quality micro.

Neuroevolution for RTS Micro

no code yet • 27 Mar 2018

This paper evolves neural networks to control movement and attack commands, also called micro, for a group of ranged units skirmishing with a group of melee units.

Multi-objective evolution for 3D RTS Micro

no code yet • 8 Mar 2018

We attack the problem of controlling teams of autonomous units during skirmishes in real-time strategy games.

Combinatorial Multi-armed Bandits for Real-Time Strategy Games

no code yet • 13 Oct 2017

Games with large branching factors pose a significant challenge for game tree search algorithms.

Combining Strategic Learning and Tactical Search in Real-Time Strategy Games

no code yet • 11 Sep 2017

The network is then used to select a script --- an abstract action --- to produce low level actions for all units.

Deep Learning for Video Game Playing

no code yet • 25 Aug 2017

In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games.

Demonstrating the Feasibility of Automatic Game Balancing

no code yet • 11 Mar 2016

In this paper, the feasibility of automatic balancing using simulation- and deck-based objectives is investigated for the card game top trumps.

Reinforcement Learning approach for Real Time Strategy Games Battle city and S3

no code yet • 16 Feb 2016

In this paper we proposed reinforcement learning algorithms with the generalized reward function.

Implementing a Wall-In Building Placement in StarCraft with Declarative Programming

no code yet • 19 Jun 2013

In real-time strategy games like StarCraft, skilled players often block the entrance to their base with buildings to prevent the opponent's units from getting inside.