Combat Models for RTS Games. | 0 | 0.34 | 2018 |
Single Believe State Generation for Handling Partial Observability with MCTS in StarCraft. | 0 | 0.34 | 2017 |
Single believe state generation for partially observable real-time strategy games | 0 | 0.34 | 2017 |
Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data. | 0 | 0.34 | 2016 |
Ghost: A Combinatorial Optimization Framework For Real-Time Problems | 0 | 0.34 | 2016 |
Automatic Learning of Combat Models for RTS Games. | 0 | 0.34 | 2015 |
Game-Tree Search over High-Level Game States in RTS Games. | 4 | 0.50 | 2014 |
Walling in Strategy Games via Constraint Optimization. | 2 | 0.41 | 2014 |
A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft. | 34 | 1.36 | 2013 |
PSMAGE: Balanced map generation for StarCraft. | 5 | 0.49 | 2013 |