Design problem solving: a task analysis
AI Magazine
Maintaining knowledge about temporal intervals
Communications of the ACM
A Behavior Language for Story-Based Believable Agents
IEEE Intelligent Systems
Automatically acquiring domain knowledge for adaptive game AI using evolutionary learning
IAAI'05 Proceedings of the 17th conference on Innovative applications of artificial intelligence - Volume 3
Transfer learning in real-time strategy games using hybrid CBR/RL
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Real-time strategy gaines: a new AI research challenge
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Learning to win: case-based plan selection in a real-time strategy game
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
ECCBR '08 Proceedings of the 9th European conference on Advances in Case-Based Reasoning
Situation Assessment for Plan Retrieval in Real-Time Strategy Games
ECCBR '08 Proceedings of the 9th European conference on Advances in Case-Based Reasoning
Real-Time Plan Adaptation for Case-Based Planning in Real-Time Strategy Games
ECCBR '08 Proceedings of the 9th European conference on Advances in Case-Based Reasoning
Learning by Observing: Case-Based Decision Making in Complex Strategy Games
KI '08 Proceedings of the 31st annual German conference on Advances in Artificial Intelligence
An Active Approach to Automatic Case Generation
ICCBR '09 Proceedings of the 8th International Conference on Case-Based Reasoning: Case-Based Reasoning Research and Development
Using Meta-reasoning to Improve the Performance of Case-Based Planning
ICCBR '09 Proceedings of the 8th International Conference on Case-Based Reasoning: Case-Based Reasoning Research and Development
Conceptual Neighborhoods for Retrieval in Case-Based Reasoning
ICCBR '09 Proceedings of the 8th International Conference on Case-Based Reasoning: Case-Based Reasoning Research and Development
Learning Player Behaviors in Real Time Strategy Games from Real Data
RSFDGrC '09 Proceedings of the 12th International Conference on Rough Sets, Fuzzy Sets, Data Mining and Granular Computing
Cooperative learning by replay files in real-time strategy game
CDVE'10 Proceedings of the 7th international conference on Cooperative design, visualization, and engineering
Adaptive two-player videogames
Expert Systems with Applications: An International Journal
Creation of DEVS models using imitation learning
Proceedings of the 2010 Summer Computer Simulation Conference
Optimizing strategy parameters in a game bot
IWANN'11 Proceedings of the 11th international conference on Artificial neural networks conference on Advances in computational intelligence - Volume Part II
International Journal of Computer Games Technology
Imitating inscrutable enemies: learning from stochastic policy observation, retrieval and reuse
ICCBR'10 Proceedings of the 18th international conference on Case-Based Reasoning Research and Development
Fuzzy case-based reasoning for managing strategic and tactical reasoning in starcraft
MICAI'11 Proceedings of the 10th Mexican international conference on Advances in Artificial Intelligence - Volume Part I
Behavior capture with acting graph: a knowledgebase for a game AI system
DNIS'11 Proceedings of the 7th international conference on Databases in Networked Information Systems
Dealing with noisy fitness in the design of a RTS game bot
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Case-based strategies in computer poker
AI Communications
Generating useful test data for complex linked employer-employee datasets
PSD'12 Proceedings of the 2012 international conference on Privacy in Statistical Databases
Evolving the strategies of agents for the ANTS game
IWANN'13 Proceedings of the 12th international conference on Artificial Neural Networks: advences in computational intelligence - Volume Part II
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Artificial Intelligence techniques have been successfully applied to several computer games. However in some kinds of computer games, like real-time strategy (RTS) games, traditional artificial intelligence techniques fail to play at a human level because of the vast search spaces that they entail. In this paper we present a real-time case based planning and execution approach designed to deal with RTS games. We propose to extract behavioral knowledge from expert demonstrations in form of individual cases. This knowledge can be reused via a case based behavior generator that proposes behaviors to achieve the specific open goals in the current plan. Specifically, we applied our technique to the WARGUS domain with promising results.