Learning Strategies for Real-Time Strategy Games with Genetic Programming
Created by W.Langdon from
gp-bibliography.bib Revision:1.8194
- @InProceedings{DBLP:conf/aiide/Marino19,
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author = "Julian R. H. Marino",
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title = "Learning Strategies for Real-Time Strategy Games with
Genetic Programming",
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booktitle = "Proceedings of the Fifteenth AAAI Conference on
Artificial Intelligence and Interactive Digital
Entertainment, AIIDE 2019",
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editor = "Gillian Smith and Levi Lelis",
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year = "2019",
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pages = "219--220",
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publisher = "AAAI Press",
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month = oct # " 8-12",
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address = "Atlanta, Georgia, USA",
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keywords = "genetic algorithms, genetic programming",
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URL = "https://www.aaai.org/ojs/index.php/AIIDE/article/view/5249",
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URL = "https://ojs.aaai.org/index.php/AIIDE/article/view/5249/5105",
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timestamp = "Wed, 12 Aug 2020 18:56:30 +0200",
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biburl = "https://dblp.org/rec/conf/aiide/Marino19.bib",
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bibsource = "dblp computer science bibliography, https://dblp.org",
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size = "2 pages",
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abstract = "Planning in real-time strategy (RTS) games is
challenging due to their very large state and action
spaces. Action abstractions have shown to be a
promising approach for dealing with this challenge.
Previous approaches induce action abstractions from a
small set of hand-crafted strategies, which are used by
algorithms to search only on the actions returned by
the strategies. Previous works use a set of
expert-designed strategies for inducing action
abstractions. The main drawback of this approach is
that it limits the agent behaviour to the knowledge
encoded in the strategies. In this research, we focus
on learning novel and effective strategies for RTS
games, to induce action abstractions. In addition to
being effective, we are interested in learning
strategies that can be easily interpreted by humans,
allowing a better understanding of the workings of the
resulting agent.",
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notes = "Universidade de Sao Paulo",
- }
Genetic Programming entries for
Julian R H Marino
Citations