A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft

@article{Ontan2013ASO,
  title={A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft},
  author={S. Onta{\~n}{\'o}n and Gabriel Synnaeve and Alberto Uriarte and Florian Richoux and D. Churchill and M. Preuss},
  journal={IEEE Transactions on Computational Intelligence and AI in Games},
  year={2013},
  volume={5},
  pages={293-311}
}
  • S. Ontañón, Gabriel Synnaeve, +3 authors M. Preuss
  • Published 2013
  • Computer Science
  • IEEE Transactions on Computational Intelligence and AI in Games
  • This paper presents an overview of the existing work on AI for real-time strategy (RTS) games. [...] Key Result Finally, we conclude with a discussion emphasizing which problems in the context of RTS game AI have been solved, and which remain open.Expand Abstract
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    Heuristic Search Techniques for Real-Time Strategy Games
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    State-of-the-Art and Open Challenges in RTS Game-AI and Starcraft
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    • Highly Influenced
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    The need for a Real Time Strategy game language
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    The Current State of StarCraft AI Competitions and Bots
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    Search, Abstractions and Learning in Real-Time Strategy Games
    A Review of Real-Time Strategy Game AI
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    Game-Tree Search over High-Level Game States in RTS Games
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    StarCraft AI Competitions, Bots, and Tournament Manager Software
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    A Benchmark for StarCraft Intelligent Agents
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    Using a Team of General AI Algorithms to Assist Game Design and Testing
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