相关论文: TotalBotWar: A New Pseudo Real-time Multi-action G…
Consider $N$ players and $K$ games taking place simultaneously. Each of these games is modeled as a Tug-of-War (ToW) game where increasing the action of one player decreases the reward for all other players. Each player participates in only…
Multiplayer Online Battle Area (MOBA) games are a recent huge success both in the video game industry and the international eSports scene. These games encourage team coordination and cooperation, short and long-term planning, within a…
The emergence of complex life on Earth is often attributed to the arms race that ensued from a huge number of organisms all competing for finite resources. We present an artificial intelligence research environment, inspired by the human…
Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e.,…
This paper describes a new implementation of Planet Wars, designed from the outset for Game AI research. The skill-depth of the game makes it a challenge for game-playing agents, and the speed of more than 1 million game ticks per second…
Games have always been popular testbeds for Artificial Intelligence (AI). In the last decade, we have seen the rise of the Multiple Online Battle Arena (MOBA) games, which are the most played games nowadays. In spite of this, there are few…
This paper presents BattleAgent, an emulation system that combines the Large Vision-Language Model and Multi-agent System. This novel system aims to simulate complex dynamic interactions among multiple agents, as well as between agents and…
The reinforcement learning community has made great strides in designing algorithms capable of exceeding human performance on specific tasks. These algorithms are mostly trained one task at the time, each new task requiring to train a brand…
A game theoretic distributed decision making approach is presented for the problem of control effort allocation in a robotic team based on a novel variant of fictitious play. The proposed learning process allows the robots to accomplish…
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much…
While artificial intelligence has been applied to control players' decisions in board games for over half a century, little attention is given to games with no player competition. Pandemic is an exemplar collaborative board game where all…
The new generation of botnets leverages Artificial Intelligent (AI) techniques to conceal the identity of botmasters and the attack intention to avoid detection. Unfortunately, there has not been an existing assessment tool capable of…
Games and simulators can be a valuable platform to execute complex multi-agent, multiplayer, imperfect information scenarios with significant parallels to military applications: multiple participants manage resources and make decisions that…
The quality of opponent Artificial Intelligence (AI) in fighting videogames is crucial. Some other game genres can rely on their story or visuals, but fighting games are all about the adversarial experience. In this paper, we will introduce…
Deep reinforcement learning (RL) has achieved outstanding results in recent years, which has led a dramatic increase in the number of methods and applications. Recent works are exploring learning beyond single-agent scenarios and…
This paper presents a substantially reworked examination of how advanced game-theoretic paradigms can serve as a foundation for the next-generation challenges in Artificial Intelligence (AI), forecasted to arrive in or around 2025. Our…
Parity games are abstract infinite-round games that take an important role in formal verification. In the basic setting, these games are two-player, turn-based, and played under perfect information on directed graphs, whose nodes are…
This paper describes a new algorithm for decision making in two-player real-time video games. As with Monte Carlo Tree Search, the algorithm can be used without heuristics and has been developed for use in general video game AI. The…
We present an innovative methodology for studying and teaching the impacts of AI through a role play game. The game serves two primary purposes: 1) training AI developers and AI policy professionals to reflect on and prepare for future…
In 2016, 2017, and 2018 at the IEEE Conference on Computational Intelligence in Games, the authors of this paper ran a competition for agents that can play classic text-based adventure games. This competition fills a gap in existing game AI…