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相关论文: STARDATA: A StarCraft AI Research Dataset

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The game Starcraft is one of the most interesting arenas to test new machine learning and computational intelligence techniques; however, StarCraft matches take a long time and creating a good dataset for training can be hard. Besides,…

The real-time strategy game StarCraft has proven to be a challenging environment for artificial intelligence techniques, and as a result, current state-of-the-art solutions consist of numerous hand-crafted modules. In this paper, we show…

人工智能 · 计算机科学 2017-07-13 Niels Justesen , Sebastian Risi

As a relatively new form of sport, esports offers unparalleled data availability. Despite the vast amounts of data that are generated by game engines, it can be challenging to extract them and verify their integrity for the purposes of…

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…

人工智能 · 计算机科学 2012-11-20 Gabriel Synnaeve , Pierre Bessiere

Spatial reasoning tasks in multi-agent environments such as event prediction, agent type identification, or missing data imputation are important for multiple applications (e.g., autonomous surveillance over sensor networks and subtasks for…

计算机视觉与模式识别 · 计算机科学 2024-01-10 Sean Kulinski , Nicholas R. Waytowich , James Z. Hare , David I. Inouye

Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate…

We present TorchCraft, a library that enables deep learning research on Real-Time Strategy (RTS) games such as StarCraft: Brood War, by making it easier to control these games from a machine learning framework, here Torch. This white paper…

Recently, the market size of online game has been increasing astonishingly fast, and so does the importance of good game design. In online games, usually a human user competes with others, so the fairness of the game system to all users is…

应用统计 · 统计学 2011-05-05 Hyokun Yun

Advances in deep generative modeling have made it increasingly plausible to train human-level embodied agents. Yet progress has been limited by the absence of large-scale, real-time, multi-modal, and socially interactive datasets that…

机器学习 · 计算机科学 2026-02-19 Yingchen He , Christian D. Weilbach , Martyna E. Wojciechowska , Yuxuan Zhang , Frank Wood

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 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…

人工智能 · 计算机科学 2016-11-29 Nicolas Usunier , Gabriel Synnaeve , Zeming Lin , Soumith Chintala

Creation and storage of datasets are often overlooked input costs in machine learning, as many datasets are simple image label pairs or plain text. However, datasets with more complex structures, such as those from the real time strategy…

机器学习 · 计算机科学 2024-10-14 Bryce Ferenczi , Rhys Newbury , Michael Burke , Tom Drummond

Computer games, as fully controlled simulated environments, have been utilized in significant scientific studies demonstrating the application of Reinforcement Learning (RL). Gaming and esports are key areas influenced by the application of…

软件工程 · 计算机科学 2025-09-24 Andrzej Białecki , Piotr Białecki , Piotr Sowiński , Mateusz Budziak , Jan Gajewski

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…

人工智能 · 计算机科学 2014-03-07 Ian Helmke , Daniel Kreymer , Karl Wiegand

Dynamical systems theory and reinforcement learning view world evolution as latent-state dynamics driven by actions, with visual observations providing partial information about the state. Recent video world models attempt to learn this…

计算机视觉与模式识别 · 计算机科学 2026-03-25 Zhen Li , Zian Meng , Shuwei Shi , Wenshuo Peng , Yuwei Wu , Bo Zheng , Chuanhao Li , Kaipeng Zhang

Injecting human knowledge is an effective way to accelerate reinforcement learning (RL). However, these methods are underexplored. This paper presents our discovery that an abstract forward model (thought-game (TG)) combined with transfer…

机器学习 · 计算机科学 2021-11-03 Ruo-Ze Liu , Haifeng Guo , Xiaozhong Ji , Yang Yu , Zhen-Jia Pang , Zitai Xiao , Yuzhou Wu , Tong Lu

StarCraft II is one of the most challenging simulated reinforcement learning environments; it is partially observable, stochastic, multi-agent, and mastering StarCraft II requires strategic planning over long time horizons with real-time…

This paper introduces MazeBase: an environment for simple 2D games, designed as a sandbox for machine learning approaches to reasoning and planning. Within it, we create 10 simple games embodying a range of algorithmic tasks (e.g. if-then…

机器学习 · 计算机科学 2016-01-08 Sainbayar Sukhbaatar , Arthur Szlam , Gabriel Synnaeve , Soumith Chintala , Rob Fergus

Various works have aimed at combining the inference efficiency of recurrent models and training parallelism of multi-head attention for sequence modeling. However, most of these works focus on tasks with fixed-dimension observation spaces,…

机器学习 · 计算机科学 2024-10-14 Bryce Ferenczi , Michael Burke , Tom Drummond

The task of keyhole (unobtrusive) plan recognition is central to adaptive game AI. "Tech trees" or "build trees" are the core of real-time strategy (RTS) game strategic (long term) planning. This paper presents a generic and simple Bayesian…

机器学习 · 计算机科学 2011-11-17 Gabriel Synnaeve , Pierre Bessière
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