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 )

Terrain Analysis in StarCraft 1 and 2 as Combinatorial Optimization

richoux/taunt 18 May 2022

The goal of terrain analysis is to gather and process data about the map topology and properties to have a qualitative spatial representation.

2
18 May 2022

Gym-$μ$RTS: Toward Affordable Full Game Real-time Strategy Games Research with Deep Reinforcement Learning

farama-foundation/microrts-py 21 May 2021

In recent years, researchers have achieved great success in applying Deep Reinforcement Learning (DRL) algorithms to Real-time Strategy (RTS) games, creating strong autonomous agents that could defeat professional players in StarCraft~II.

209
21 May 2021

Detecting Video Game Player Burnout with the Use of Sensor Data and Machine Learning

smerdov/eSports_Sensors_Dataset 29 Nov 2020

In this article, we propose the methods based on the sensor data analysis for predicting whether a player will win the future encounter.

34
29 Nov 2020

Collection and Validation of Psychophysiological Data from Professional and Amateur Players: a Multimodal eSports Dataset

smerdov/eSports_Sensors_Dataset 2 Nov 2020

An important feature of the dataset is simultaneous data collection from five players, which facilitates the analysis of sensor data on a team level.

34
02 Nov 2020

Action Guidance: Getting the Best of Sparse Rewards and Shaped Rewards for Real-time Strategy Games

farama-foundation/microrts-py 5 Oct 2020

Training agents using Reinforcement Learning in games with sparse rewards is a challenging problem, since large amounts of exploration are required to retrieve even the first reward.

209
05 Oct 2020

A Closer Look at Invalid Action Masking in Policy Gradient Algorithms

Stable-Baselines-Team/stable-baselines3-contrib 25 Jun 2020

In recent years, Deep Reinforcement Learning (DRL) algorithms have achieved state-of-the-art performance in many challenging strategy games.

421
25 Jun 2020

The StarCraft Multi-Agent Challenge

oxwhirl/pymarl 11 Feb 2019

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

1,716
11 Feb 2019

Constrained optimization under uncertainty for decision-making problems: Application to Real-Time Strategy games

richoux/microrts-uncertainty 3 Jan 2019

However, few Constraint Programming formalisms can deal with both optimization and uncertainty at the same time, and none of them are convenient to model problems we tackle in this paper.

3
03 Jan 2019

StarAlgo: A Squad Movement Planning Library for StarCraft using Monte Carlo Tree Search and Negamax

Games-and-Simulations/StarAlgo 29 Dec 2018

Real-Time Strategy (RTS) games have recently become a popular testbed for artificial intelligence research.

14
29 Dec 2018

Macro action selection with deep reinforcement learning in StarCraft

Bilibili/LastOrder 2 Dec 2018

These rules are not scalable and efficient enough to cope with the enormous yet partially observed state space in the game.

62
02 Dec 2018