Related papers: Forward Modeling for Partial Observation Strategy …
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…
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…
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…
Multiagent decision-making in partially observable environments is usually modelled as either an extensive-form game (EFG) in game theory or a partially observable stochastic game (POSG) in multiagent reinforcement learning (MARL). One…
We consider scenarios from the real-time strategy game StarCraft as new benchmarks for reinforcement learning algorithms. We propose micromanagement tasks, which present the problem of the short-term, low-level control of army members…
Predicting the future is an important aspect for decision-making in robotics or autonomous driving systems, which heavily rely upon visual scene understanding. While prior work attempts to predict future video pixels, anticipate activities…
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…
Modeling the strategic behavior of agents in a real-world multi-agent system using existing state-of-the-art computational game-theoretic tools can be a daunting task, especially when only the actions taken by the agents can be observed.…
This paper considers the problem of data-driven prediction of partially observed systems using a recurrent neural network. While neural network based dynamic predictors perform well with full-state training data, prediction with partial…
Inspired by the recent success of transformers in natural language processing and computer vision applications, we introduce a transformer-based neural architecture for two key StarCraft II (SC2) macromanagement tasks: global state and…
On-screen game footage contains rich contextual information that players process when playing and experiencing a game. Learning pixel representations of games can benefit artificial intelligence across several downstream tasks including…
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…
Progressively intricate cyber infiltration mechanisms have made conventional means of defense, such as firewalls and malware detectors, incompetent. These sophisticated infiltration mechanisms can study the defender's behavior, identify…
Stochastic games are a well established model for multi-agent sequential decision making under uncertainty. In practical applications, though, agents often have only partial observability of their environment. Furthermore, agents…
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…
Quickly and accurately predicting the flight trajectory of a blue army fighter in close-range air combat helps a red army fighter gain a dominant situation, which is the winning factor in later air combat. However,due to the high speed and…
Learning in games has been widely used to solve many cooperative multi-agent problems such as coverage control, consensus, self-reconfiguration or vehicle-target assignment. One standard approach in this domain is to formulate the problem…
Robots deployed to the real world must be able to interact with other agents in their environment. Dynamic game theory provides a powerful mathematical framework for modeling scenarios in which agents have individual objectives and…
Deep reinforcement learning, applied to vision-based problems like Atari games, maps pixels directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based…
We introduce a general framework for designing and training neural network layers whose forward passes can be interpreted as solving non-smooth convex optimization problems, and whose architectures are derived from an optimization…