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AIIDE
2008
13 years 11 months ago
An Intelligent IDE for Behavior Authoring in Real-Time Strategy Games
Behavior authoring for computer games involves writing behaviors in a programming language and then iteratively refining them by detecting issues with them. The main bottlenecks a...
Suhas Virmani, Yatin Kanetkar, Manish Mehta, Santi...
EUROPAR
2003
Springer
14 years 2 months ago
Dynamic Load Partitioning Strategies for Managing Data of Space and Time Heterogeneity in Parallel SAMR Applications
This paper presents the design and experimental evaluation of two dynamic load partitioning and balancing strategies for parallel Structured Adaptive Mesh Refinement (SAMR) applic...
Xiaolin Li, Manish Parashar
IJCAI
2007
13 years 10 months ago
Transfer Learning in Real-Time Strategy Games Using Hybrid CBR/RL
The goal of transfer learning is to use the knowledge acquired in a set of source tasks to improve performance in a related but previously unseen target task. In this paper, we pr...
Manu Sharma, Michael P. Holmes, Juan Carlos Santam...
ICCBR
2007
Springer
14 years 3 months ago
Case-Based Planning and Execution for Real-Time Strategy Games
Abstract. Artificial Intelligence techniques have been successfully applied to several computer games. However in some kinds of computer games, like real-time strategy (RTS) games...
Santiago Ontañón, Kinshuk Mishra, Ne...
AAAI
2008
13 years 11 months ago
An Integrated Agent for Playing Real-Time Strategy Games
We present a real-time strategy (RTS) game AI agent that integrates multiple specialist components to play a complete game. Based on an analysis of how skilled human players conce...
Josh McCoy, Michael Mateas