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Academics

Adam Heinermann edited this page Jan 20, 2014 · 12 revisions

This page contains a list of works that BWAPI has been used for in academia. (Currently not categorized)

Papers/Dissertations/Reports/Projects/etc

  1. A Bayesian Model for Opening Prediction in RTS Games with Application to StarCraft
  2. A Bayesian Model for Plan Recognition in RTS Games applied to StarCraft
  3. A Bayesian Model for RTS Units Control applied to StarCraft
  4. A Bayesian Tactician
  5. A Communicating and Controllable Teammate Bot for RTS Games
  6. A Data-Driven Approach for Resource Gathering in Real-Time Strategy Games
  7. A Dataset for StarCraft AI and an Example of Armies Clustering
  8. A Particle Model for State Estimation in Real-Time Strategy Games
  9. Adaptive Strategy Decision Mechanism for StarCraft AI
  10. Agent-Oriented Programming Framework Design for Real-Time Strategy AI
  11. Applying Goal-Driven Autonomy to StarCraft
  12. Applying Reinforcement Learning to Small Scale Combat in the Real-Time Strategy Game StarCraft:Broodwar
  13. ASPIRE Adaptive strategy prediction in a RTS environment
  14. Asymmetric potential fields: Implementation of Asymmetric Potential Fields in Real Time Strategy Game
  15. Αυτόνομη δημιουργία τακτικών μάχης σε Παιχνίδια Στρατηγικής Πραγματικού Χρόνου με χρήση Νευροεξέλιξης
  16. Bayesian Networks for Micromanagement Decision Imitation in the RTS Game Starcraft
  17. Behavior Learning-Based Testing of Starcraft Competition Entries
  18. Behaviour Oriented Design for Real-Time-Strategy Games
  19. Build Order Optimization in StarCraft
  20. Building Human-Level AI for Real-Time Strategy Games
  21. Busca Estocástica Baseada em Planejamento para Maximizar Metas em Jogos de RTS
  22. Case-Based Goal Formulation
  23. Case-Based Reasoning for Army Compositions in Real-Time Strategy Games
  24. Decentralized and Emergent NPC Coordination using Behavior Trees
  25. Developing Game AI for the Real-Time Strategy Game Starcraft
  26. Emergent Tactical Formation Using Genetic Algorithm in Real-Time Strategy Games
  27. Fuzzy Case-Based Reasoning for Managing Strategic and Tactical Reasoning in Starcraft
  28. Implementation of Asymmetric Potential Fields in Real Time Strategy Game
  29. Implementing a Wall-In Building Placement in StarCraft with Declarative Programming
  30. Incorporating Search Algorithms into RTS Game Agents
  31. Inferring Strategies from Limited Reconnaissance in Real-time Strategy Games
  32. Integrating Learning in a Multi-Scale Agent
  33. Introspección en sistemas de planificación basada en casos aplicados a juegos de estrategia
  34. Jantu: A Cognitive Agent Playing StarCraft: Brood War
  35. Learning From Demonstration in a Game Environment
  36. Learning Probabilistic Behavior Models in Real-time Strategy Games
  37. Learning to play Starcraft with Case-based Reasoning: Investigating issues in large-scale case-based planning
  38. Maximization of the Resource Production in RTS Games Through Stochastic Search and Planning
  39. Micromanagement in StarCraft using Potential Fields tuned with a Multi- Objective Genetic Algorithm
  40. Multi-Agent Potential Field Based Architectures for Real-Time Strategy Game Bots
  41. Neural Networks for Small-Scale Combat Optimization in Real-Time Strategy Games
  42. Neuroevolution Based Multi-Agent System for Micromanagement in Real-Time Strategy Games
  43. Opponent Modeling and Strategic Reasoning in the Real-time Strategy Game Starcraft
  44. Optimizing Micro-Management in RTS Games
  45. Organization in AI design for real-time strategy games
  46. Potential-Field Based navigation in in StarCraft
  47. Reactive Planning Idioms for Multi-Scale Game AI
  48. Reinforcement Learning for the StarCraft RealTime Strategy Game
  49. Representing Uncertainty in RTS Games
  50. Research and Application of Bounded Rationality Model Used in Game Intelligent Decision-Making
  51. SCAIL: An integrated Starcraft AI System
  52. Spatial Distribution through Swarm Behavior on a Military Group in the Starcraft Video Game
  53. Special Tactics: a Bayesian Approach to Tactical Decision-making
  54. StarPlanner: Demonstrating the use of planning in a video game
  55. Stochastic Search and Planning for Maximization of Resource Production in RTS Games
  56. Strategic reasoning in complex domains: A comparative survey on scientific AI techniques to improve real-time strategy game AI
  57. Terrain Analysis in Real-Time Strategy Games: An Integrated Approach to Choke Point Detection and Region Decomposition
  58. Uma Proposta de Modelagem para uso do Aprendizado por Reforço na Definição de Táticas de Combate em Jogos de Estratégia em Tempo Real
  59. Using Automated Replay Annotation for Case-Based Planning in Games
  60. Using Genetic Programming to evolve an AI for StarCraft
  61. Using Monte-Carlo Planning for Micro-Management in Starcraft
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