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StarCraft AI Competition: A Step Toward Human‐Level AI for Real‐Time Strategy Games
Author(s) -
Farooq Sehar Shahzad,
Oh InSuk,
Kim ManJae,
Kim Kyung Joong
Publication year - 2016
Publication title -
ai magazine
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.597
H-Index - 79
eISSN - 2371-9621
pISSN - 0738-4602
DOI - 10.1609/aimag.v37i2.2657
Subject(s) - tournament , artificial intelligence , computer science , entertainment , competition (biology) , applications of artificial intelligence , multimedia , mathematics , art , ecology , biology , combinatorics , visual arts
This article reviews the two most recent IEEE Conference on Computational Intelligence and Games (CIG) StarCraft Artificial Intelligence (AI) Competitions organized by the authors; these were the fourth and fifth in a series of annual competitions initiated in 2011. StarCraft AI Competitions have been hosted in conjunction with three different events: the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE), CIG, and Student StarCraft AI Tournament (SSCAIT). The purpose of these competitions is to design bots that are able autonomously and successfully to play the StarCraft game by implementing real‐time strategies. Recent results reveal the promising use of AI techniques in creating successful AI entries, but there is room for improvement with respect to the bots' ability to adapt and learn to defeat humans and scripted AI bots.

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