Related papers: STARDATA: A StarCraft AI Research Dataset
In real-time strategy (RTS) game artificial intelligence research, various multi-agent deep reinforcement learning (MADRL) algorithms are widely and actively used nowadays. Most of the research is based on StarCraft II environment because…
We propose DefogGAN, a generative approach to the problem of inferring state information hidden in the fog of war for real-time strategy (RTS) games. Given a partially observed state, DefogGAN generates defogged images of a game as…
AlphaStar, the AI that reaches GrandMaster level in StarCraft II, is a remarkable milestone demonstrating what deep reinforcement learning can achieve in complex Real-Time Strategy (RTS) games. However, the complexities of the game,…
This paper reviews the field of Game AI, which not only deals with creating agents that can play a certain game, but also with areas as diverse as creating game content automatically, game analytics, or player modelling. While Game AI was…
Dockerfiles are one of the most prevalent kinds of DevOps artifacts used in industry. Despite their prevalence, there is a lack of sophisticated semantics-aware static analysis of Dockerfiles. In this paper, we introduce a dataset of…
Finding approximate equilibria for large-scale imperfect-information competitive games such as StarCraft, Dota, and CounterStrike remains computationally infeasible due to sparse rewards and challenging exploration over long horizons. In…
In this paper, we introduce SoccerNet, a benchmark for action spotting in soccer videos. The dataset is composed of 500 complete soccer games from six main European leagues, covering three seasons from 2014 to 2017 and a total duration of…
Dungeons & Dragons (D&D) is a tabletop roleplaying game with complex natural language interactions between players and hidden state information. Recent work has shown that large language models (LLMs) that have access to state information…
Understanding bimanual human hand activities is a critical problem in AI and robotics. We cannot build large models of bimanual activities because existing datasets lack the scale, coverage of diverse hand activities, and detailed…
We provide a dataset that enables the creation of learning agents that can build knowledge graph-based world models of interactive narratives. Interactive narratives -- or text-adventure games -- are partially observable environments…
Many enhancements to Monte-Carlo Tree Search (MCTS) have been proposed over almost two decades of general game playing and other artificial intelligence research. However, our ability to characterise and understand which variants work well…
Game tree search algorithms, such as Monte Carlo Tree Search (MCTS), require access to a forward model (or "simulator") of the game at hand. However, in some games such forward model is not readily available. This paper presents three…
We present STAR, a schema-guided task-oriented dialog dataset consisting of 127,833 utterances and knowledge base queries across 5,820 task-oriented dialogs in 13 domains that is especially designed to facilitate task and domain transfer…
This paper introduces SC2LE (StarCraft II Learning Environment), a reinforcement learning environment based on the StarCraft II game. This domain poses a new grand challenge for reinforcement learning, representing a more difficult class of…
This paper introduces a novel activity dataset which exhibits real-life and diverse scenarios of complex, temporally-extended human activities and actions. The dataset presents a set of videos of actors performing everyday activities in a…
Image- and video-based 3D human recovery (i.e., pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work,…
Large language models can generate plausible game code, but turning this capability into \emph{iterative creative improvement} remains difficult. In practice, single-shot generation often produces brittle runtime behavior, weak accumulation…
We introduce AVACraft, a multimodal StarCraft II benchmark supporting both Multi-Agent Reinforcement Learning (MARL) and Vision-Language Model (VLM) paradigms. Unlike SMAC-family environments that rely on abstract state representations and…
We present a large-scale computational 3D topographic microscope that enables 6-gigapixel profilometric 3D imaging at micron-scale resolution across $>$110 cm$^2$ areas over multi-millimeter axial ranges. Our computational microscope,…
StarCraft II poses a grand challenge for reinforcement learning. The main difficulties of it include huge state and action space and a long-time horizon. In this paper, we investigate a hierarchical reinforcement learning approach for…