Real-Time Strategy Games
23 papers with code • 0 benchmarks • 4 datasets
Real-Time Strategy (RTS) tasks involve training an agent to play video games with continuous gameplay and high-level macro-strategic goals such as map control, economic superiority and more.
( Image credit: Multi-platform Version of StarCraft: Brood War in a Docker Container )
Benchmarks
These leaderboards are used to track progress in Real-Time Strategy Games
Latest papers
Clear the Fog: Combat Value Assessment in Incomplete Information Games with Convolutional Encoder-Decoders
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.
Forward Modeling for Partial Observation Strategy Games - A StarCraft Defogger
We formulate the problem of defogging as state estimation and future state prediction from previous, partial observations in the context of real-time strategy games.
TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game
Both TStarBot1 and TStarBot2 are able to defeat the built-in AI agents from level 1 to level 10 in a full game (1v1 Zerg-vs-Zerg game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating agents with unfair advantages such as full vision on the whole map and resource harvest boosting.
Deep RTS: A Game Environment for Deep Reinforcement Learning in Real-Time Strategy Games
Reinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games.
StarCraft Micromanagement with Reinforcement Learning and Curriculum Transfer Learning
With reinforcement learning and curriculum transfer learning, our units are able to learn appropriate strategies in StarCraft micromanagement scenarios.
Multi-platform Version of StarCraft: Brood War in a Docker Container: Technical Report
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.
MSC: A Dataset for Macro-Management in StarCraft II
We also split MSC into training, validation and test set for the convenience of evaluation and comparison.
StarCraft II: A New Challenge for Reinforcement Learning
Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain.
STARDATA: A StarCraft AI Research Dataset
We provide full game state data along with the original replays that can be viewed in StarCraft.
ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games
In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like Arcade Learning Environment.