Global ETD Search
Search theses and dissertations gathered from participating repositories worldwide. Every result links back to the library that holds it. No account is needed.
Results
Showing 1 to 17 of 17 for “"real-time strategy"”.
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Developing game AI for the real‐time strategy game StarCraft
Research into intelligent agents designed to play Real-Time Strategy (RTS) games has been limited compared to the amount of research that has gone into designing agents for playing board games such as chess. This is largely due to the fact that developing an agent for RTS is more complicated. There …
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Predictive analysis of real-time strategy games using graph mining
… or increase the efficacy of a task. Real-Time Strategy (RTS) video games are not only a popular entertainment medium, they also are an abstraction of many real-world applications where the aim is to increase your resources and decrease those of your opponent. Using predictive …
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Path-Finding With Differential Constraints In Real Time Strategy Video Games
… in video games, and is a critical feature in real time strategies. This game genre uses path-finding to move an agent such as a soldier or a vehicle from one place to another, but currently these paths are unrealistic for agents that possess differential constraints. For example, when a …
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Grounding language in spatial routines
… to build a natural language interface to a real time strategy game, in which a player controls an army of units in a battle. The system understands the meaning of context-dependent natural language commands such as "Run back!" and "Move the marines on top above the fiamethrowers on the …
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Warm-Starting Networks for Sample-Efficient Continuous Adaptation to Parameter Perturbations in Multi-Agent Reinforcement Learning
… mastering challenging problems. Because many real-world systems involve multiple agents interacting with each other in a shared environment, one particularly active subfield of RL is multi-agent reinforcement learning (MARL). Learning robust multi-agent policies in real-time strategy games, …
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A Game of Musical Layers: An Investigation into the use of a Vertical Layering Soundtrack as an Integral part of the of the Information System of a Video Game
… The analytical and information-rich genre of real-time strategy games is used to contextualise the research, although this research has wider relevance to other genres, as well as the field of game audio in general. The work presented here is supported by a discussion of the relevant knowledge …
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The effect of intermediate concepts in hierarchical relational learning
… Learner to learn target selection for a real-time strategy game and did cross-validation tests with varying levels of intermediate concept support. The results show that including intermediate concepts does not always improve performance and accuracy.
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Experimental Approaches to the Composition of Interactive Video Game Music
… large amounts of resources and development time, audio does not garner the same attention. This portfolio develops strategies and audio engines, creating music using the techniques of aleatoric composition, real-time remixing of existing work, and generative synthesisers. The project created …
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Environmental curriculum learning for efficiently achieving superhuman play in games
… complex ones such as arcade game Pommerman and real-time strategy game StarCraft II. To allow agents to grasp the many concepts in these games, curriculum learning has been used to teach agents multiple skills over time. We present Environmental Curriculum Learning, a new technique for creating …
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Reinforcement Actor-Critic Learning As A Rehearsal In MicroRTS
<p>Real-time strategy (RTS) games have provided a fertile ground for AI research with notable recent successes based on deep reinforcement learning (RL). However, RL remains a data-hungry approach featuring a high sample complexity. In this thesis, we focus on a sample complexity reduction …
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Efficient execution of fine-grained actors on multicore processors
… implement both static (compiler) and dynamic (runtime) techniques that overcome these perceived inefficiencies, while retaining key actor semantics, even in a framework setting. We compare the performance of ActorFoundry with other frameworks for small benchmarks and programs. The results suggest …
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Decentralized Inference and its Application to Network Localization and Navigation
… considered network, each node aims to infer in real-time an evolving state based on local observations and on messages exchanged with its neighbors. The objectives of the thesis include: (i) designing message encoding strategies that maximize inference accuracy; (ii) establishing connections …
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Genetic Algorithms Optimized Potential Fields For Decentralized Group Tasking
… typically NP-hard optimization problem with many real-world applications. In this thesis, we use potential fields based on task and agent properties to control the movement of groups of agents and use a genetic algorithm (GA) to optimize potential field parameter values to lead to complex task …
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Validation of the recognition-primed decision model and the roles of common-sense strategies in an adversarial environment
… microworld, as an experimental platform, using a real time strategy (RTS) game called Rise of Nations (RON). The specific objectives of this dissertation were: 1.Contribute to the validation of recognition-primed decision (RPD) model in a simulated adversarial environment; 2.Explore the roles of …
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Reinforcement learning for multi-agent and robust control systems
… such as playing the game of Go, playing real-time strategy games, robotic control, and autonomous driving. Motivated by these empirical successes, research toward theoretical understandings of RL algorithms has also re-gained great attention in recent years. In this dissertation, our goal …
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Building Strategic AI Agents for Human-centric Multi-agent Systems
… the semantics of language in a complex real-time strategy game. Building on these foundations, the second part of the thesis focuses on building strategic agents for human-centric multi-agent domains. The research introduces the DiL-piKL planning algorithm and its extension, RL-DiL-piKL, …
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Mixed-Mode Control Interfaces of Mobile Robot Teams
We propose applying various techniques and ideas, from video games, to the design of a task-level control interface for teams of mobile robots. The control interface, which visually resembles a video game and contains the functional elements of traditional robot control software, was designed and …