Browse State-of-the-Art › Real-Time Strategy Games
Real-Time Strategy Games
24 papers with code · 0 benchmarks · 5 datasets archive 2025-07-28
Real-Time Strategy (RTS) tasks involve training an agent to play video games with continuous gameplay and high-level macro-strategic goals such as map control, economic superiority and more.
( Image credit: Multi-platform Version of StarCraft: Brood War in a Docker Container )
Description from the archive archive 2025-07-28.
Benchmarks archive 2025-07-28
No benchmark for this task in the archive.
Libraries
Not in the archive: the export carries no per-task library table, so there is nothing to show at snapshot 2025-07-28.
Datasets archive 2025-07-28
5 datasets whose archive record lists this task, ordered by the archive's paper count.
Subtasks archive 2025-07-28
2 subtasks in the archive's task tree.
Parent tasks archive 2025-07-28
Most implemented papers archive 2025-07-28
24 shown of 24 papers with code (46 tagged with this task in all), ordered by repositories listed in the archive, not by stars (the archive holds no stars, so PwC's “Social” and “Latest” sorts cannot be reproduced). Papers without a page here are shown as plain text.
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11 Feb 2019 23 repositories listed Syntology ran 6 of 15 samples · 9 unverified · 13 pointer-only (licence)In this paper, we propose the StarCraft Multi-Agent Challenge (SMAC) as a benchmark problem to fill this gap.
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16 Aug 2017 10 repositories listed Syntology ran 5 of 5 samples · 0 unverified · 2 pointer-only (licence)Finally, we present initial baseline results for canonical deep reinforcement learning agents applied to the StarCraft II domain.
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21 May 2021 5 repositories listedIn recent years, researchers have achieved great success in applying Deep Reinforcement Learning (DRL) algorithms to Real-time Strategy (RTS) games, creating strong autonomous agents that could defeat professional…
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2 Nov 2020 3 repositories listedAn important feature of the dataset is simultaneous data collection from five players, which facilitates the analysis of sensor data on a team level.
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5 Oct 2020 3 repositories listedTraining agents using Reinforcement Learning in games with sparse rewards is a challenging problem, since large amounts of exploration are required to retrieve even the first reward.
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25 Jun 2020 2 repositories listed Syntology ran 2 of 5 samples · 3 unverified · 1 pointer-only (licence)In recent years, Deep Reinforcement Learning (DRL) algorithms have achieved state-of-the-art performance in many challenging strategy games.
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19 Sep 2018 2 repositories listedBoth TStarBot1 and TStarBot2 are able to defeat the built-in AI agents from level 1 to level 10 in a full game (1v1 Zerg-vs-Zerg game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating…
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9 Oct 2017 2 repositories listedWe also split MSC into training, validation and test set for the convenience of evaluation and comparison.
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4 Jul 2017 2 repositories listedIn addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like Arcade Learning…
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1 Nov 2016 2 repositories listed Syntology ran 1 of 1 samples · 0 unverified · 1 pointer-only (licence)We present TorchCraft, a library that enables deep learning research on Real-Time Strategy (RTS) games such as StarCraft: Brood War, by making it easier to control these games from a machine learning framework, here…
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30 Aug 2024 1 repository listedThe accuracy of the observed strength relations in these games is comparable to traditional pairwise win value predictions, while also offering a more manageable complexity for analysis.
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18 May 2022 1 repository listedThe goal of terrain analysis is to gather and process data about the map topology and properties to have a qualitative spatial representation.
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29 Nov 2020 1 repository listedIn this article, we propose the methods based on the sensor data analysis for predicting whether a player will win the future encounter.
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3 Jan 2019 1 repository listedHowever, few Constraint Programming formalisms can deal with both optimization and uncertainty at the same time, and none of them are convenient to model problems we tackle in this paper.
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29 Dec 2018 1 repository listedReal-Time Strategy (RTS) games have recently become a popular testbed for artificial intelligence research.
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2 Dec 2018 1 repository listedThese rules are not scalable and efficient enough to cope with the enormous yet partially observed state space in the game.
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30 Nov 2018 1 repository listedStarCraft, one of the most popular real-time strategy games, is a compelling environment for artificial intelligence research for both micro-level unit control and macro-level strategic decision making.
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30 Nov 2018 1 repository listedWe formulate the problem of defogging as state estimation and future state prediction from previous, partial observations in the context of real-time strategy games.
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15 Aug 2018 1 repository listedReinforcement learning (RL) is an area of research that has blossomed tremendously in recent years and has shown remarkable potential for artificial intelligence based opponents in computer games.
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3 Apr 2018 1 repository listedWith reinforcement learning and curriculum transfer learning, our units are able to learn appropriate strategies in StarCraft micromanagement scenarios.
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7 Jan 2018 1 repository listedWe present a dockerized version of a real-time strategy game StarCraft: Brood War, commonly used as a domain for AI research, with a pre-installed collection of AI developement tools supporting all the major types of…
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7 Aug 2017 1 repository listedWe provide full game state data along with the original replays that can be viewed in StarCraft.
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19 Nov 2012 1 repository listedWe evaluated this clustering method by predicting the outcomes of battles based on armies compositions' mixtures components
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9 Aug 2012 1 repository listedGame tree search algorithms such as minimax have been used with enormous success in turn-based adversarial games such as Chess or Checkers.
Syntology lines on 4 of the papers shown; no Syntology record for the others (a paper without an arXiv id cannot be joined to the graph, and absence from the graph layer is not a recorded non-run). “Ran” means the sample executed on a synthesized fixture, not that the paper's result was reproduced. Read from the graph 2026-09-24.
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