中文
相关论文

相关论文: SC2EGSet: StarCraft II Esport Replay and Game-stat…

200 篇论文

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

Sports, due to their global reach and impact-rich prediction tasks, are an exciting domain to deploy machine learning models. However, data from conventional sports is often unsuitable for research use due to its size, veracity, and…

机器学习 · 计算机科学 2022-09-21 Peter Xenopoulos , Claudio Silva

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,…

We release a dataset of 65646 StarCraft replays that contains 1535 million frames and 496 million player actions. We provide full game state data along with the original replays that can be viewed in StarCraft. The game state data was…

人工智能 · 计算机科学 2017-10-03 Zeming Lin , Jonas Gehring , Vasil Khalidov , Gabriel Synnaeve

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

Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological…

人机交互 · 计算机科学 2021-08-24 Anton Smerdov , Bo Zhou , Paul Lukowicz , Andrey Somov

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

StarCraft, one of the most difficult esport games with long-standing history of professional tournaments, has attracted generations of players and fans, and also, intense attentions in artificial intelligence research. Recently, Google's…

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

Esports, a sports competition on video games, has become one of the most important sporting events. Although esports play logs have been accumulated, only a small portion of them accompany text commentaries for the audience to retrieve and…

计算与语言 · 计算机科学 2024-10-10 Zihan Wang , Naoki Yoshinaga

Esports and high performance human-computer interaction are on the forefront of applying new hardware and software technologies in practice. Despite that, there is a paucity of research on how semi-professional and professional championship…

人机交互 · 计算机科学 2023-11-10 Andrzej Białecki , Peter Xenopoulos , Paweł Dobrowolski , Robert Białecki , Jan Gajewski

While esports organizations are increasingly adopting practices of conventional sports teams, such as dedicated analysts and data-driven decision-making, video-based game review is still the primary mode of game analysis. In conventional…

人机交互 · 计算机科学 2022-07-29 Peter Xenopoulos , Joao Rulff , Claudio Silva

We introduce the most comprehensive publicly available datasets for mixed doubles curling, constructed from eleven top-level tournaments from the CurlIT (https://curlit.com/results) Results Booklets spanning 53 countries, 1,112 games, and…

应用统计 · 统计学 2025-12-22 Robyn Ritchie , Alexandre Leblanc , Thomas Loughin

Esport games comprise a sizeable fraction of the global games market, and is the fastest growing segment in games. This has given rise to the domain of esports analytics, which uses telemetry data from games to inform players, coaches,…

机器学习 · 计算机科学 2024-01-08 Alan Pedrassoli Chitayat , Florian Block , James Walker , Anders Drachen

SoccerTrack v2 is a new public dataset for advancing multi-object tracking (MOT), game state reconstruction (GSR), and ball action spotting (BAS) in soccer analytics. Unlike prior datasets that use broadcast views or limited scenarios,…

计算机视觉与模式识别 · 计算机科学 2025-08-05 Atom Scott , Ikuma Uchida , Kento Kuroda , Yufi Kim , Keisuke Fujii

Electronic sports (esports) and research on this emerging field are interdisciplinary in nature. By extension, it is essential to understand how to standardize and structure training with the help of existing tools developed by years of…

人机交互 · 计算机科学 2024-10-10 Andrzej Białecki , Bartłomiej Michalak , Jan Gajewski

Understanding broadcast videos is a challenging task in computer vision, as it requires generic reasoning capabilities to appreciate the content offered by the video editing. In this work, we propose SoccerNet-v2, a novel large-scale corpus…

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

Being predominant in digital entertainment for decades, video games have been recognized as valuable software artifacts by the software engineering (SE) community just recently. Such an acknowledgment has unveiled several research…

软件工程 · 计算机科学 2024-01-19 Andrea D'Angelo , Claudio Di Sipio , Cristiano Politowski , Riccardo Rubei

Game engines provide a platform for developers to build games with an interface tailored to handle the complexity during game development. To reduce effort and improve quality of game development, there is a strong need to understand and…

软件工程 · 计算机科学 2019-05-14 Chaitanya S. Lakkundi , Vartika Agrahari , Sridhar Chimalakonda
‹ 上一页 1 2 3 10 下一页 ›