Results on controlling action with projective visualization
AAAI'94 Proceedings of the twelfth national conference on Artificial intelligence (vol. 2)
Learning Strategies for Explanation Patterns: Basic Game Patterns with Application to Chess
ICCBR '95 Proceedings of the First International Conference on Case-Based Reasoning Research and Development
Everyday-World Plan Use
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
Generalizing plans to new environments in relational MDPs
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Real-time strategy gaines: a new AI research challenge
IJCAI'03 Proceedings of the 18th international joint conference on Artificial intelligence
Some studies in machine learning using the game of checkers
IBM Journal of Research and Development
Case-based plan recognition in computer games
ICCBR'03 Proceedings of the 5th international conference on Case-based reasoning: Research and Development
An execution time planner for the ARTIS agent architecture
Engineering Applications of Artificial Intelligence
State space optimization using plan recognition and reinforcement learning on RTS game
AIKED'08 Proceedings of the 7th WSEAS International Conference on Artificial intelligence, knowledge engineering and data bases
Case-Based Planning and Execution for Real-Time Strategy Games
ICCBR '07 Proceedings of the 7th international conference on Case-Based Reasoning: Case-Based Reasoning Research and Development
Intelligent Guidance and Suggestions Using Case-Based Planning
ICCBR '07 Proceedings of the 7th international conference on Case-Based Reasoning: 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
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
TIELT: a testbed for gaming environments
AAAI'05 Proceedings of the 20th national conference on Artificial intelligence - Volume 4
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
On-line case-based plan adaptation for real-time strategy games
AAAI'08 Proceedings of the 23rd national conference on Artificial intelligence - Volume 2
Transfer learning in real-time strategy games using hybrid CBR/RL
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
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
A data mining approach to strategy prediction
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Explaining how to play real-time strategy games
Knowledge-Based Systems
A software framework for multi player robot games
ICSR'10 Proceedings of the Second international conference on Social robotics
Adaptive two-player videogames
Expert Systems with Applications: An International Journal
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
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
Personalised gaming: a motivation and overview of literature
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
Case-based strategies in computer poker
AI Communications
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
Hi-index | 0.00 |
While several researchers have applied case-based reasoning techniques to games, only Ponsen and Spronck (2004) have addressed the challenging problem of learning to win real-time games. Focusing on Wargus, they report good results for a genetic algorithm that searches in plan space, and for a weighting algorithm (dynamic scripting) that biases subplan retrieval. However, both approaches assume a static opponent, and were not designed to transfer their learned knowledge to opponents with substantially different strategies. We introduce a plan retrieval algorithm that, by using three key sources of domain knowledge, removes the assumption of a static opponent. Our experiments show that its implementation in the Case-based Tactician (CaT) significantly outperforms the best among a set of genetically evolved plans when tested against random Wargus opponents. CaT communicates with Wargus through TIELT, a testbed for integrating and evaluating decision systems with simulators. This is the first application of TIELT. We describe this application, our lessons learned, and our motivations for future work.