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Alberto Uriarte
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A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft
S Ontanón, G Synnaeve, A Uriarte, F Richoux, D Churchill, M Preuss
IEEE Transactions on Computational Intelligence and AI in games (TCIAIG) 5 …, 2013
5802013
Kiting in RTS games using influence maps
A Uriarte, S Ontañón
Eighth Artificial Intelligence and Interactive Digital Entertainment …, 2012
712012
Game-Tree Search over High-Level Game States in RTS Games
A Uriarte, S Ontañón
Tenth Artificial Intelligence and Interactive Digital Entertainment Conference, 2014
592014
StarCraft Bots and Competitions
D Churchill, M Preuss, F Richoux, G Synnaeve, A Uriarte, S Ontanón, ...
Encyclopedia of Computer Graphics and Games, 1--18, 2016
34*2016
RTS AI problems and techniques
S Ontanón, G Synnaeve, A Uriarte, F Richoux, D Churchill, M Preuss
Encyclopedia of Computer Graphics and Games, 1595-1605, 2024
292024
Automatic learning of combat models for RTS games
A Uriarte, S Ontanón
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2015
252015
Improving Monte Carlo tree search policies in StarCraft via probabilistic models learned from replay data
A Uriarte, S Ontañón
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2016
242016
Combat models for RTS games
A Uriarte, S Ontanón
IEEE Transactions on Games 10 (1), 29-41, 2017
232017
Walling in Strategy Games via Constraint Optimization
F Richoux, A Uriarte, S Ontañón
Tenth Artificial Intelligence and Interactive Digital Entertainment Conference, 2014
232014
GHOST: A Combinatorial Optimization Framework for RTS-related Problems
F Richoux, A Uriarte, JF Baffier
IEEE Transactions on Computational Intelligence and AI in games, 2016
21*2016
High-Level Representations for Game-Tree Search in RTS Games
A Uriarte, S Ontañón
Tenth Artificial Intelligence and Interactive Digital Entertainment Conference, 2014
192014
PSMAGE: Balanced map generation for StarCraft
A Uriarte, S Ontanón
Computational Intelligence in Games (CIG), 1-8, 2013
192013
Multi-Reactive Planning for Real-Time Strategy Games
A Uriarte
Universidad Autonoma de Barcelona, 2011
19*2011
Single believe state generation for partially observable real-time strategy games
A Uriarte, S Ontañón
2017 IEEE conference on computational intelligence and games (CIG), 296-303, 2017
152017
Improving terrain analysis and applications to rts game ai
A Uriarte, S Ontanón
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2016
122016
A benchmark for starcraft intelligent agents
A Uriarte, S Ontanón
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2015
112015
Adversarial Search and Spatial Reasoning in Real Time Strategy Games
A Uriarte
Drexel University, 2017
32017
Automatic cost function learning with interpretable compositional networks
F Richoux, JF Baffier
arXiv, 2020
22020
Herbert: A Motion-Controlled Mobile Game
A Duff, J Ma, S Sepelak, A Uriarte, W Wu, J Zhu
CHI PLAY '14, 2014
22014
Single believe state generation for handling partial observability with mcts in starcraft
A Uriarte, S Ontanón
Proceedings of the AAAI Conference on Artificial Intelligence and …, 2017
12017
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