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Alberto Uriarte
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A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft
S Ontanón, G Synnaeve, A Uriarte, F Richoux, D Churchill, M Preuss
IEEE Transactions on Computational Intelligence and AI in games (TCIAIG) 5 …, 2013
5162013
Kiting in RTS games using influence maps
A Uriarte, S Ontañón
Eighth Artificial Intelligence and Interactive Digital Entertainment …, 2012
672012
Game-Tree Search over High-Level Game States in RTS Games
A Uriarte, S Ontañón
Tenth Artificial Intelligence and Interactive Digital Entertainment Conference, 2014
512014
StarCraft Bots and Competitions
D Churchill, M Preuss, F Richoux, G Synnaeve, A Uriarte, S Ontanón, ...
Encyclopedia of Computer Graphics and Games, 1--18, 2016
322016
Automatic learning of combat models for RTS games
A Uriarte, S Ontanón
Eleventh artificial intelligence and interactive digital entertainment …, 2015
252015
RTS AI Problems and Techniques.
S Ontanón, G Synnaeve, A Uriarte, F Richoux, D Churchill, M Preuss
Encyclopedia of Computer Graphics and Games, 1-12, 2019
232019
Improving Monte Carlo tree search policies in StarCraft via probabilistic models learned from replay data
A Uriarte, S Ontañón
Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference, 2016
222016
Walling in Strategy Games via Constraint Optimization
F Richoux, A Uriarte, S Ontañón
Tenth Artificial Intelligence and Interactive Digital Entertainment Conference, 2014
202014
Multi-Reactive Planning for Real-Time Strategy Games
A Uriarte
Universidad Autonoma de Barcelona, 2011
20*2011
Combat models for RTS games
A Uriarte, S Ontanón
IEEE Transactions on Games 10 (1), 29-41, 2017
192017
High-Level Representations for Game-Tree Search in RTS Games
A Uriarte, S Ontañón
Tenth Artificial Intelligence and Interactive Digital Entertainment Conference, 2014
182014
GHOST: A Combinatorial Optimization Framework for RTS-related Problems
F Richoux, A Uriarte, JF Baffier
IEEE Transactions on Computational Intelligence and AI in games, 2016
16*2016
PSMAGE: Balanced map generation for StarCraft
A Uriarte, S Ontanón
Computational Intelligence in Games (CIG), 1-8, 2013
162013
Single believe state generation for partially observable real-time strategy games
A Uriarte, S Ontañón
2017 IEEE Conference on Computational Intelligence and Games (CIG), 296-303, 2017
132017
Improving terrain analysis and applications to rts game ai
A Uriarte, S Ontanón
Twelfth Artificial Intelligence and Interactive Digital Entertainment Conference, 2016
112016
A benchmark for starcraft intelligent agents
A Uriarte, S Ontanón
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2015
62015
Adversarial Search and Spatial Reasoning in Real Time Strategy Games
A Uriarte
Drexel University, 2017
32017
Automatic cost function learning with interpretable compositional networks
F Richoux, JF Baffier, P Parmentier, T Viard, B Renoust, JF Baffier, ...
International Conference on Complex Networks and Their Applications 22, 1-1, 2018
22018
Herbert: A Motion-Controlled Mobile Game
A Duff, J Ma, S Sepelak, A Uriarte, W Wu, J Zhu
CHI PLAY '14, 2014
22014
Single Believe State Generation for Handling Partial Observability with MCTS in StarCraft
A Uriarte, S Ontanón
Thirteenth Artificial Intelligence and Interactive Digital Entertainment …, 2017
2017
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