AI_Research - beyond-all-reason/springrts_engine_wiki_mirror GitHub Wiki

Here is a list of articles and case studies, most compiled by ex neuron machina..

  • Forbus et al 2001, "How qualitative spatial reasoning can improve strategy game AIs"
  • D. Fetter (project report), "Real-Time Strategy Game Decision Making with Support Vector Machines": A project which tried using SVMs to learn unit production decisions in Warcraft III, based on replays of top players.
  • R. Laursen & D. Nielsen 2005, "Investigating small scale combat situations in real time strategy computer games": 164-page Master's thesis on using game trees to determine near-optimal unit behaviors in combat scenarios (unit placement and target selection), which was implemented in the Stratagus warcraft clone. This also gives an overview of the AI techniques used by many popular games.
  • Michael Buro's lab: Much of his lab's research is focused on "real-time planning and learning AI with applications to RTS games." They've actually created an open-source RTS called ORTS, in order to experiment with various AI techniques. With any luck, they might even be persuaded to switch their focus to TA Spring, or perhaps try implementing some of their algorithms. Also, it might be worthwhile to use elements of ORTS in TA Spring.
  • L. MacDonald 2005, a final-project report on Moving Target Search (MTS). Basically, MTS seems to be an extension of something called Learning Real-Time A* (LRTA*).
  • N. Mehta et al 2005, "Transfer in Variable-Reward Hierarchical Reinforcement Learning": Develops reinforcement-learning techniques and tests them in a simple RTS

' <- Back to AI Development page'

category:AI Dev