Related papers: Combat Models for RTS Games
Deep reinforcement learning (DRL) has achieved great successes in recent years with the help of novel methods and higher compute power. However, there are still several challenges to be addressed such as convergence to locally optimal…
Intelligent agents use internal world models to reason and make predictions about different courses of their actions at many scales. Devising learning paradigms and architectures that allow machines to learn world models that operate at…
Kingdomino is introduced as an interesting game for studying game playing: the game is multiplayer (4 independent players per game); it has a limited game depth (13 moves per player); and it has limited but not insignificant interaction…
Tactical Decision Games (TDGs) are military conflict scenarios presented both textually and graphically on a map. These scenarios provide a challenging domain for machine learning because they are open-ended, highly structured, and…
Pursuit and evasion conflicts represent challenging problems with important applications in aerospace and robotics. In pursuit-evasion problems, synthesis of intelligent actions must consider the adversary's potential strategies.…
Stream processing engines enable modern systems to conduct large-scale analytics over unbounded data streams in real time. They often view an application as a direct acyclic graph with streams flowing through pipelined instances of various…
We describe mts, which is a generic framework for parallelizing certain types of tree search programs, that (a) provides a single common wrapper containing all of the parallelization, and (b) minimizes the changes needed to the existing…
This paper introduces a new paradigm for minimax game-tree search algo- rithms. MT is a memory-enhanced version of Pearls Test procedure. By changing the way MT is called, a number of best-first game-tree search algorithms can be simply and…
In the area of military simulations, a multitude of different approaches is available. Close Combat Tactical Trainer, Joint Tactical Combat Training System, Battle Force Tactical Training or Warfighter's Simulation 2000 are just some…
We develop a macro-model of information retrieval process using Game Theory as a mathematical theory of conflicts. We represent the participants of the Information Retrieval process as a game of two abstract players. The first player is the…
We present a conceptual space framework for modelling abstract concepts that unfold over time, demonstrated through a chess-based proof-of-concept. Strategy concepts, such as attack or sacrifice, are represented as geometric regions across…
Reinforcement learning (RL) is successful at learning to play games where the entire environment is visible. However, RL approaches are challenged in complex games like Starcraft II and in real-world environments where the entire…
Online motion planning is a challenging problem for intelligent robots moving in dense environments with dynamic obstacles, e.g., crowds. In this work, we propose a novel approach for optimal and safe online motion planning with minimal…
Monte Carlo Tree Search (MCTS) is a widely used approach for policy improvement through search with increasing popularity for real world applications. Due to the sequential and deterministic nature of its search, runtime-scaling of MCTS…
Presently online video games have become a progressively favorite source of recreation and Counter Strike: Global Offensive (CS: GO) is one of the top-listed online first-person shooting games. Numerous competitive games are arranged every…
The war of attrition in game theory is a model of a stand-off situation between two opponents where the winner is determined by its persistence. We model a stand-off between a predator and a prey when the prey is hiding and the predator is…
Tree-based models have proven to be an effective solution for web ranking as well as other problems in diverse domains. This paper focuses on optimizing the runtime performance of applying such models to make predictions, given an…
In many problem settings, most notably in game playing, an agent receives a possibly delayed reward for its actions. Often, those rewards are handcrafted and not naturally given. Even simple terminal-only rewards, like winning equals 1 and…
The research community lacks a middle ground between StarCraft IIs full game and its mini-games. The full-games sprawling state-action space renders reward signals sparse and noisy, but in mini-games simple agents saturate performance. This…
Despite increasing attention paid to the need for fast, scalable methods to analyze next-generation neuroscience data, comparatively little attention has been paid to the development of similar methods for behavioral analysis. Just as the…