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 army composition


Synnaeve

AAAI Conferences

This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft games encompassing the most of the games' state (not only player's orders). We explain one of the possible usages of this dataset by clustering armies on their compositions. This reduction of armies compositions to mixtures of Gaussian allow for strate- gic reasoning at the level of the components. We evaluated this clustering method by predicting the outcomes of battles based on armies compositions' mixtures components.


microPhantom: Playing microRTS under uncertainty and chaos

arXiv.org Artificial Intelligence

This competition paper presents microPhantom, a bot playing microRTS and participating in the 2020 microRTS AI competition. microPhantom is based on our previous bot POAdaptive which won the partially observable track of the 2018 and 2019 microRTS AI competitions. In this paper, we focus on decision-making under uncertainty, by tackling the Unit Production Problem with a method based on a combination of Constraint Programming and decision theory. We show that using our method to decide which units to train improves significantly the win rate against the second-best microRTS bot from the partially observable track. We also show that our method is resilient in chaotic environments, with a very small loss of efficiency only. To allow replicability and to facilitate further research, the source code of microPhantom is available, as well as the Constraint Programming toolkit it uses.


A Dataset for StarCraft AI \& an Example of Armies Clustering

arXiv.org Artificial Intelligence

This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft games encompassing the most of the games' state (not only player's orders). We explain one of the possible usages of this dataset by clustering armies on their compositions. This reduction of armies compositions to mixtures of Gaussian allow for strategic reasoning at the level of the components. We evaluated this clustering method by predicting the outcomes of battles based on armies compositions' mixtures components


A Dataset for StarCraft AI and an Example of Armies Clustering

AAAI Conferences

This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft games encompassing the most of the games' state (not only player’s orders). We explain one of the possible usages of this dataset by clustering armies on their compositions. This reduction of armies compositions to mixtures of Gaussian allow for strate- gic reasoning at the level of the components. We evaluated this clustering method by predicting the outcomes of battles based on armies compositions' mixtures components.