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 | 575 | 2013 |
Kiting in RTS games using influence maps A Uriarte, S Ontañón Eighth Artificial Intelligence and Interactive Digital Entertainment …, 2012 | 71 | 2012 |
Game-Tree Search over High-Level Game States in RTS Games A Uriarte, S Ontañón Tenth Artificial Intelligence and Interactive Digital Entertainment Conference, 2014 | 59 | 2014 |
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 | 34* | 2016 |
RTS AI problems and techniques S Ontanón, G Synnaeve, A Uriarte, F Richoux, D Churchill, M Preuss Encyclopedia of Computer Graphics and Games, 1595-1605, 2024 | 29 | 2024 |
Automatic learning of combat models for RTS games A Uriarte, S Ontanón Proceedings of the AAAI Conference on Artificial Intelligence and …, 2015 | 25 | 2015 |
Combat models for RTS games A Uriarte, S Ontanón IEEE Transactions on Games 10 (1), 29-41, 2017 | 23 | 2017 |
Walling in Strategy Games via Constraint Optimization F Richoux, A Uriarte, S Ontañón Tenth Artificial Intelligence and Interactive Digital Entertainment Conference, 2014 | 23 | 2014 |
Improving Monte Carlo tree search policies in StarCraft via probabilistic models learned from replay data A Uriarte, S Ontañón Proceedings of the AAAI Conference on Artificial Intelligence and …, 2016 | 22 | 2016 |
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 | 21* | 2016 |
High-Level Representations for Game-Tree Search in RTS Games A Uriarte, S Ontañón Tenth Artificial Intelligence and Interactive Digital Entertainment Conference, 2014 | 19 | 2014 |
PSMAGE: Balanced map generation for StarCraft A Uriarte, S Ontanón Computational Intelligence in Games (CIG), 1-8, 2013 | 19 | 2013 |
Multi-Reactive Planning for Real-Time Strategy Games A Uriarte Universidad Autonoma de Barcelona, 2011 | 19* | 2011 |
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 | 15 | 2017 |
Improving terrain analysis and applications to rts game ai A Uriarte, S Ontanón Proceedings of the AAAI Conference on Artificial Intelligence and …, 2016 | 12 | 2016 |
A benchmark for starcraft intelligent agents A Uriarte, S Ontanón Proceedings of the AAAI Conference on Artificial Intelligence and …, 2015 | 11 | 2015 |
Adversarial Search and Spatial Reasoning in Real Time Strategy Games A Uriarte Drexel University, 2017 | 3 | 2017 |
Automatic cost function learning with interpretable compositional networks F Richoux, JF Baffier arXiv, 2020 | 2 | 2020 |
Herbert: A Motion-Controlled Mobile Game A Duff, J Ma, S Sepelak, A Uriarte, W Wu, J Zhu CHI PLAY '14, 2014 | 2 | 2014 |
Single believe state generation for handling partial observability with mcts in starcraft A Uriarte, S Ontanón Proceedings of the AAAI Conference on Artificial Intelligence and …, 2017 | 1 | 2017 |