Academics
Bryan S Weber edited this page May 31, 2019
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12 revisions
This page contains the involvement of BWAPI in academia.
See BWAI Universities.
Requests to link to a paper can be made here.
- A Bayesian Model for Opening Prediction in RTS Games with Application to StarCraft
- A Bayesian Model for Plan Recognition in RTS Games applied to StarCraft
- A Bayesian Model for RTS Units Control applied to StarCraft
- A Bayesian Tactician
- A Communicating and Controllable Teammate Bot for RTS Games
- A Data-Driven Approach for Resource Gathering in Real-Time Strategy Games
- A Dataset for StarCraft AI and an Example of Armies Clustering
- A Particle Model for State Estimation in Real-Time Strategy Games
- A Review of Real-Time Strategy Game AI
- A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft
- Adaptive Strategy Decision Mechanism for StarCraft AI
- Agent-Oriented Programming Framework Design for Real-Time Strategy AI
- An Improved Dataset and Extraction Process for StarCraft AI
- Applying Goal-Driven Autonomy to StarCraft
- Applying Reinforcement Learning to Small Scale Combat in the Real-Time Strategy Game StarCraft:Broodwar
- ASPIRE Adaptive strategy prediction in a RTS environment
- Asymmetric potential fields: Implementation of Asymmetric Potential Fields in Real Time Strategy Game
- Αυτόνομη δημιουργία τακτικών μάχης σε Παιχνίδια Στρατηγικής Πραγματικού Χρόνου με χρήση Νευροεξέλιξης
- Bayesian Networks for Micromanagement Decision Imitation in the RTS Game Starcraft
- Behavior Learning-Based Testing of Starcraft Competition Entries
- Behaviour Oriented Design for Real-Time-Strategy Games
- Build Order Optimization in StarCraft
- Building Human-Level AI for Real-Time Strategy Games
- Busca Estocástica Baseada em Planejamento para Maximizar Metas em Jogos de RTS
- Case-Based Goal Formulation
- Case-Based Reasoning for Army Compositions in Real-Time Strategy Games
- Decentralized and Emergent NPC Coordination using Behavior Trees
- Developing Game AI for the Real-Time Strategy Game Starcraft
- Emergent Tactical Formation Using Genetic Algorithm in Real-Time Strategy Games
- [Evolving Swarm Intelligence for Task Allocation in a Real Time Strategy Game] (http://www.sbgames.org/sbgames2014/files/papers/computing/full/302-computingfullpages.pdf)
- Fuzzy Case-Based Reasoning for Managing Strategic and Tactical Reasoning in Starcraft
- Implementation of Asymmetric Potential Fields in Real Time Strategy Game
- Implementing a Wall-In Building Placement in StarCraft with Declarative Programming
- Incorporating Search Algorithms into RTS Game Agents
- Inferring Strategies from Limited Reconnaissance in Real-time Strategy Games
- Integrating Learning in a Multi-Scale Agent
- Introspección en sistemas de planificación basada en casos aplicados a juegos de estrategia
- Jantu: A Cognitive Agent Playing StarCraft: Brood War
- Learning From Demonstration in a Game Environment
- Learning Probabilistic Behavior Models in Real-time Strategy Games
- Learning to play Starcraft with Case-based Reasoning: Investigating issues in large-scale case-based planning
- Making and Acting on Predictions in StarCraft: Brood War
- Maximization of the Resource Production in RTS Games Through Stochastic Search and Planning
- Micromanagement in StarCraft using Potential Fields tuned with a Multi- Objective Genetic Algorithm
- Multi-Agent Potential Field Based Architectures for Real-Time Strategy Game Bots
- Neural Networks for Small-Scale Combat Optimization in Real-Time Strategy Games
- Neuroevolution Based Multi-Agent System for Micromanagement in Real-Time Strategy Games
- Opponent Modeling and Strategic Reasoning in the Real-time Strategy Game Starcraft
- Optimizing Micro-Management in RTS Games
- Organization in AI design for real-time strategy games
- Predicting Opponent’s Production in Real-Time Strategy Games with Answer Set Programming
- Potential-Field Based navigation in in StarCraft
- Reactive Planning Idioms for Multi-Scale Game AI
- Reinforcement Learning for the StarCraft RealTime Strategy Game
- Representing Uncertainty in RTS Games
- Research and Application of Bounded Rationality Model Used in Game Intelligent Decision-Making
- Rock, Paper, StarCraft: Strategy Selection in Real-Time Strategy Games
- SCAIL: An integrated Starcraft AI System
- Spatial Distribution through Swarm Behavior on a Military Group in the Starcraft Video Game
- Special Tactics: a Bayesian Approach to Tactical Decision-making
- Standard Economic Models in Nonstandard Settings – StarCraft: Brood War
- StarPlanner: Demonstrating the use of planning in a video game
- Stochastic Search and Planning for Maximization of Resource Production in RTS Games
- Strategic reasoning in complex domains: A comparative survey on scientific AI techniques to improve real-time strategy game AI
- Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition
- Towards Automatic StarCraft Strategy Generation Using Genetic Programming
- Uma Proposta de Modelagem para uso do Aprendizado por Reforço na Definição de Táticas de Combate em Jogos de Estratégia em Tempo Real
- Using Automated Replay Annotation for Case-Based Planning in Games
- Using Genetic Programming to evolve an AI for StarCraft
- Using Monte-Carlo Planning for Micro-Management in Starcraft
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