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World-building, the process of developing both the narrative and physical world of a game, plays a vital role in the game's experience. Critically-acclaimed independent and AAA video games are praised for strong world-building, with game…
StarCraft, one of the most popular real-time strategy games, is a compelling environment for artificial intelligence research for both micro-level unit control and macro-level strategic decision making. In this study, we address an eminent…
Real-time strategy (RTS) games make heavy use of artificial intelligence (AI), especially in the design of computerized opponents. Because of the computational complexity involved in managing all aspects of these games, many AI opponents…
Answer set programming (ASP) aims to realize the AI vision: The user specifies the problem, and the computer solves it. Indeed, ASP has made this vision true in many application domains. However, will current ASP solving techniques scale up…
A reinforcement learning environment with adversary agents is proposed in this work for pursuit-evasion game in the presence of fog of war, which is of both scientific significance and practical importance in aerospace applications. One of…
We consider the problem of high-level strategy selection in the adversarial setting of real-time strategy games from a reinforcement learning perspective, where taking an action corresponds to switching to the respective strategy. Here, a…
Recently, multiple approaches for creating agents for playing various complex real-time computer games such as StarCraft II or Dota 2 were proposed, however, they either embed a significant amount of expert knowledge into the agent or use a…
This paper considers a game version of the general position problem in which a general position set is built through adversarial play. Two players in a graph, Builder and Blocker, take it in turns to add a vertex to a set, such that the…
Learning to program has become common in schools, higher education and individual learning. Although testing is an important aspect of programming, it is often neglected in education due to a perceived lack of time and knowledge, or simply…
Modeling a structured, dynamic environment like a video game requires keeping track of the objects and their states declarative knowledge) as well as predicting how objects behave (procedural knowledge). Black-box models with a monolithic…
While deep reinforcement learning techniques have led to agents that are successfully able to learn to perform a number of tasks that had been previously unlearnable, these techniques are still susceptible to the longstanding problem of…
This work addresses the problem of planting and defending cryptographic-based backdoors in artificial intelligence (AI) models. The motivation comes from our lack of understanding and the implications of using cryptographic techniques for…
In strategy games, one of the most important aspects of game design is maintaining a sense of challenge for players. Many mobile titles feature quick gameplay loops that allow players to progress steadily, requiring an abundance of levels…
This work introduces the dynamic Defender-Attacker Blotto (dDAB) game, extending the classical static Blotto game to a dynamic resource allocation setting over graphs. In the dDAB game, a defender is required to maintain numerical…
We propose a framework for cyber risk assessment and mitigation which models attackers as formal planners and defenders as interdicting such plans. We illustrate the value of plan interdiction problems by first modeling network cyber risk…
Going from research to production, especially for large and complex software systems, is fundamentally a hard problem. In large-scale game production, one of the main reasons is that the development environment can be very different from…
This paper studies a variant of the multi-player reach-avoid game played between intruders and defenders with applications to perimeter defense. The intruder team tries to score by sending as many intruders as possible to the target area,…
We present a novel modular architecture for StarCraft II AI. The architecture splits responsibilities between multiple modules that each control one aspect of the game, such as build-order selection or tactics. A centralized scheduler…
This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft games encompassing the…
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. This…