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A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft

, , , , , and . IEEE Transactions on Computational Intelligence and AI in games (2013), X (Y): ?-? (2013)

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Walling in Strategy Games via Constraint Optimization., , and . AIIDE, AAAI, (2014)StarCraft Bots and Competitions., , , , , , and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Herbert: a motion-controlled mobile game., , , , , and . CHI PLAY, page 331-334. ACM, (2014)PSMAGE: Balanced map generation for StarCraft., and . CIG, page 1-8. IEEE, (2013)Single Believe State Generation for Handling Partial Observability with MCTS in StarCraft., and . AIIDE Workshops, volume WS-17 of AAAI Technical Report, AAAI Press, (2017)Game-Tree Search over High-Level Game States in RTS Games., and . AIIDE, AAAI, (2014)RTS AI Problems and Techniques., , , , , and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)Combat Models for RTS Games., and . IEEE Trans. Games, 10 (1): 29-41 (2018)Automatic Learning of Combat Models for RTS Games., and . AIIDE, page 212-219. AAAI Press, (2015)Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data., and . AIIDE, page 100-106. AAAI Press, (2016)