Zobrazeno 1 - 10
of 191
pro vyhledávání: '"Michael Buro"'
Publikováno v:
IEEE Internet of Things Journal. 9:25086-25099
Autor:
Nathan Sturtevant, Michael Buro
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 2:80-85
In this paper we combine recent pathfinding research on spatial abstractions, partial refinement, and space-time reserva- tions to construct new collaborative pathfinding algorithms. We first present an enhanced version of WHCA* and then show how the
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 8:112-117
Heuristic search has been very successful in abstract game domains such as Chess and Go. In video games, however, adoption has been slow due to the fact that state and move spaces are much larger, real-time constraints are harsher, and constraints on
Autor:
David Churchill, Michael Buro
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 8:2-7
Real-time strategy (RTS) games are known to be one of the most complex gamegenres for humans to play, as well as one of the most difficult games forcomputer AI agents to play well. To tackle the task of applying AI to RTSgames, recent techniques have
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 9:86-92
Smart decision making at the tactical level is important for Artificial Intelligence (AI) agents to perform well in the domain of real-time strategy (RTS) games. This paper presents a Bayesian model that can be used to predict the outcomes of isolate
Autor:
Graham Erickson, Michael Buro
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 10:112-118
State evaluation and opponent modelling are important areasto consider when designing game-playing Artificial Intelligence.This paper presents a model for predicting whichplayer will win in the real-time strategy game StarCraft.Model weights are lear
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 13:9-15
A commonly used technique for managing AI complexity in real-time strategy (RTS) games is to use action and/or state abstractions. High-level abstractions can often lead to good strategic decision making, but tactical decision quality may suffer due
Autor:
Douglas Schneider, Michael Buro
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 11:15-21
Real-time strategy (RTS) games pose challenges to AI research on many levels, ranging from selecting targets in unit combat situations, over efficient multi-unit pathfinding, to high-level economic decisions. Due to the complexity of RTS games, writi
Autor:
David Churchill, Michael Buro
Publikováno v:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. 11:16-22
Online strategy video games offer several unique challenges to the field of AI research. Due to their large state and action spaces, existing search algorithms have difficulties in making strategically strong decisions. Additionally, the nature of co
Publikováno v:
IEEE Computational Intelligence Magazine. 14:8-18
Constructing strong AI systems for video games is difficult due to enormous state and action spaces and the lack of good state evaluation functions and high-level action abstractions. In spite of recent research progress in popular video game genres