A Survey of Real-Time Strategy Game AI Research and Competition In
A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft Santiago Ontañon, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss To cite this version: Santiago Ontañon, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, et al.. A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft. IEEE Transactions on Computational Intelligence and AI in games, IEEE Computational Intelligence Society, 2013, 5 (4), pp.1-19. hal-00871001 HAL Id: hal-00871001 https://hal.archives-ouvertes.fr/hal-00871001 Submitted on 8 Oct 2013 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. TCIAIG VOL. X, NO. Y, MONTH YEAR 1 A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft Santiago Ontan˜on,´ Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss Abstract—This paper presents an overview of the existing work This paper aims to provide a one-stop guide on what is on AI for real-time strategy (RTS) games. Specifically, we focus the state of the art in RTS AI, with a particular emphasis on the work around the game StarCraft, which has emerged in on the work done in StarCraft.
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