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Table of Contents

API/Codes

  • The Brood War API (BWAPI). [GitHub]
  • StarCraft II API - Technical Design, Blizzard. [Link]
  • SparCraft, a combat simulator for StarCraft. [GitHub]
  • BWTA, A terrain analyzer for BWAPI. [Link]

Replays

  • StarCraft Brood War Data Mining (replays, analyzer, datasets), Alberto Uriarte. [Link]
  • GosuGamers, 8K replays as of April 2013. [Link]
  • TeamLiquid, professional community with tournament match replays. [Link]
  • ICCUP, International Cyber Cup, professional community with tournament match replays. [Link]
  • BWReplays, a compilation of replays including previous resources. [Link]

Research Papers

Surveys

  • S. Ontanón, G. Synnaeve, A. Uriarte, F. Richoux, D. Churchill, M. Preuss, A survey of real-time strategy game ai research and competition in starcraft, IEEE CIG, 2013. [Survey]
  • R. Lara-Cabrera, C. Cotta, A. Fernandez-Leiva, A review of computational intelligence in RTS games, IEEE FOCI, 2013. [Survery]

Benchmark

  • A. Uriarte, S. Ontã, A Benchmark for StarCraft Intelligent Agents, AAAI AIIDE, 2015. [Paper]

Thesis

  • G. Synnaeve, Bayesian programming and learning for multi-player video games: application to RTS AI, Ph.D. Thesis, INPG, 2012. [Thesis]
  • J. Hagelback, Multi-Agent Potential Field Based Architectures for Real-Time Strategy Game Bots, Ph.D. Thesis, BIT, 2012. [Thesis]
  • D. Churchill, Heuristic Search Techniques for Real-Time Strategy Games, Ph.D. Thesis, U. Alberta, 2016. [Thesis]

Dataset

  • G. Synnaeve, P. Bessiere, A Dataset for StarCraft AI & an Example of Armies Clustering, arXiv, 2012. [Paper]
  • G. Robertson, I. Watson, An Improved Dataset and Extraction Process for Starcraft AI, FLAIRS, 2014. [Paper]

Bayesian Approach

  • G. Synnaeve, P. Bessiere, A bayesian model for opening prediction in rts games with application to starcraft, IEEE CIG, 2011. [Paper]
  • G. Synnaeve, P. Bessiere, A Bayesian model for RTS units control applied to StarCraft, IEEE CIG, 2011. [Paper]
  • G. Synnaeve, P. Bessiere, Special tactics: A bayesian approach to tactical decision-making, IEEE CIG, 2012. [Paper]

Planning

  • B. Weber. M. Mateas, Case-Based Reasoning for Build Order in Real-Time Strategy Games, AAAI AIIDE, 2009. [Paper]
  • B. Weber, M. Mateas, A. Jhala, Applying Goal-Driven Autonomy to StarCraft, AAAI AIIDE, 2010. [Paper]
  • D. Churchill, M. Buro, Build Order Optimization in StarCraft, AAAI AIIDE, 2011. [Paper]
  • D. Churchill, M. Buro, Incorporating Search Algorithms into RTS Game Agents, AAAI AIIDE Workshop, 2012. [Paper]
  • M. Stanescu, N. Barriga, M. Buro, Hierarchical Adversarial Search Applied to Real-Time Strategy Games, AAAI AIIDE, 2014. [Paper]

Prediction

  • B. Weber, M. Mateas, A Data mining approach to strategy prediction, IEEE CIG, 2009. [Paper]
  • H. Park, H. Cho, K. Lee, K. Kim, Prediction of Early Stage Opponents Strategy for StarCraft AI using Scouting and Machine Learning, Workshop at SIGGRAPH Asia, 2012. [Paper]
  • H. Cho, K. Kim, S. Cho, Replay-based Strategy Prediction and Build Order Adaptation for StarCraft AI Bots, IEEE CIG, 2013. [Paper]
  • M. Stanescu, S. Hernandez, G. Erickson, R. Greiner, M. Buro, Predicting Army Combat Outcomes in StarCraft, AAAI AIIDE, 2013. [Paper]

Control

  • B. Weber, M. Mateas, A. Jhala, A Particle Model for State Estimation in Real-Time Strategy Games, AAAI AIIDE, 2011. [Paper]
  • A. Shantia, E. Begue, M. Wiering, Connectionist Reinforcement Learning for Intelligent Unit Micro Management in StarCraft, IJCNN, 2011. [Paper]
  • D. Churchill, A. Saffidine, M. Buro, Fast Heuristic Search for RTS Game Combat Scenarios, AAAI AIIDE, 2012. [Paper]
  • D. Churchill, M. Buro, Incorporating Search Algorithms into RTS Game Agents, AAAI AIIDE Workshop, 2012. [Paper]
  • S. Wender, I. Watson, Applying Reinforcement Learning to Small Scale Combat in the Real-Time Strategy Game StarCraft: Broodwar, IEEE CIG, 2012. [Paper]
  • D. Churchill, M. Buro, Portfolio Greedy Search and Simulation for Large-Scale Combat in StarCraft, IEEE CIG, 2013. [Paper]
  • K. Nguyen, Z. Wang, R. Thawonmas, Potential Flows for Controlling Scout Units in StarCraft, IEEE CIG, 2013. [Paper]

Full Game Play

  • B. Weber, M. Mateas, A. Jhala, Building Human-Level AI for Real-Time Strategy Games, AAAI ACS 2011. [Paper]
  • J. Young, F. Smith, C. Atkinson, K. Poyner, T. Chothia, SCAIL: An integrated Starcrat AI system, IEEE CIG, 2012. [[Paper]](Jay Young, Fran Smith, Christopher Atkinson, Ken Poyner and Tom Chothia)

Learning from Demonstration

  • B. Weber, S. Ontanon, Using Automated Replay Annotation for Case-Based Planning in Games, ICCBR-Games Workshop, 2010. [Paper]
  • B. Weber, M. Mateas, A. Jhala, Learning from Demonstration for Goal-Driven Autonomy, AAAI, 2012. [Paper]

Reports

  • J. Lewis, P. Trinh, D. Kirsh, A Corpus Analysis of Strategy Video Game Play in Starcraft: Brood War, COGSCI, 2011. [Paper]
  • M. Buro, D. Churchill, Real-Time Strategy Game Competitions, AI Magazine, 2012. [Report]
  • G. Robertson, I. Watson, A Review of Real-time Strategy Game AI, AI Magazine, 2014. [Report]
  • M. Kim, S. Kim, K. Kim, A. Dey, Evaluation of StarCraft Artificial Intelligence Competition Bots by Experienced Human Players, CHI, 2016. [Report]

Competitions

  • AAAI AIIDE StarCraft AI Competition, 2016. [Link]
  • IEEE CIG StarCraft AI Competition, 2016. [Link]
  • SSCAIT, Student StarCraft AI Tournament [Link]

Others

  • The Berkeley Overmind Project [Project]
  • StarCraft AI, Resource for Custom AIs. [Link]
  • StarCraft AI Blog, by Jay Scott. [Blog]
  • StarCraft II AI Blog, by Matt Fisher. [Blog]