Awesome
Awesome StarCraft AI
A curated list of resources dedicated to StarCraft AI.
We are looking for more contributors and maintainers!
Table of Contents
<div> <img align="center" src="https://github.com/SKTBrain/awesome-starcraftAI/blob/master/images/3.png?raw=true" width="99.5%"> <div align="center">Photo Credit: Google DeepMind <a href="https://deepmind.com/blog/deepmind-and-blizzard-release-starcraft-ii-ai-research-environment/">[Link]</a></div> <br> </div> <div> <img align="center" src="https://github.com/SKTBrain/awesome-starcraftAI/blob/master/images/1.png?raw=true" width="45.5%"><img align="center" src="https://github.com/SKTBrain/awesome-starcraftAI/blob/master/images/2.jpg?raw=true" width="53.5%"> <div align="center">Photo Credit: Gabriel Synnaeve <a href="http://emotion.inrialpes.fr/people/synnaeve/phdthesis/phdthesis.html">[Link]</a></div> </div> <br>API/Codes
- The Brood War API (BWAPI). [GitHub]
- StarCraft II API - Technical Design, Blizzard. [Link]
- SparCraft, a combat simulator for StarCraft. [GitHub]
- BWTA, A terrain analyzer for BWAPI. [Link]
- BroodWar Replay Scrapper in Python, Gavriel Synnaeve. [GitHub]
- A JRuby API to control Starcraft using BWAPI. [GitHub]
Replays
- StarCraft Brood War Data Mining (replays, analyzer, datasets), Alberto Uriarte. [Link]
- GosuGamers, 8K replays as of April 2013. [Link]
- TeamLiquid, professional community with tournament match replays. [Link]
- ICCUP, International Cyber Cup, professional community with tournament match replays. [Link]
- BWReplays, a compilation of replays including previous resources. [Link]
- StarData, a collection of 65646 StarCraft: Brood War replay dataset [GitHub] [UnitType Data] [WeaponType Data] [TechType Data]
Research Papers
Surveys
- S. Ontañón, G. Synnaeve, A. Uriarte, F. Richoux, D. Churchill, M. Preuss, A survey of real-time strategy game ai research and competition in starcraft, IEEE TCIAIG, 2013. [Survey]
- S. Ontañón, G. Synnaeve, A. Uriarte, F. Richoux, D. Churchill, M. Preuss, RTA AI Problems and Techniques, Springer Encyclopedia of Computer Graphics and Games, 2015. [Survey]
- D. Churchill, M. Preuss, F. Richoux, G. Synnaeve, A. Uriarte, S. Ontañón, M. Certický, StarCraft Bots and Competitions, Springer Encyclopedia of Computer Graphics and Games, 2016. [Survey]
- R. Lara-Cabrera, C. Cotta, A. Fernandez-Leiva, A review of computational intelligence in RTS games, IEEE FOCI, 2013. [Survery]
Benchmark
- A. Uriarte, S. Ontãñón, A Benchmark for StarCraft Intelligent Agents, AAAI AIIDE, 2015. [Paper]
Thesis
- G. Synnaeve, Bayesian programming and learning for multi-player video games: application to RTS AI, Ph.D. Thesis, INPG, 2012. [Thesis]
- J. Hagelback, Multi-Agent Potential Field Based Architectures for Real-Time Strategy Game Bots, Ph.D. Thesis, BIT, 2012. [Thesis]
- D. Churchill, Heuristic Search Techniques for Real-Time Strategy Games, Ph.D. Thesis, U. Alberta, 2016. [Thesis]
Dataset
- G. Synnaeve, P. Bessiere, A Dataset for StarCraft AI & an Example of Armies Clustering, arXiv, 2012. [Paper]
- G. Robertson, I. Watson, An Improved Dataset and Extraction Process for Starcraft AI, FLAIRS, 2014. [Paper]
- Z. Lin, J. Gehring, V. Khalidov, G. Synnaeve, STARDATA: A StarCraft AI Research Dataset, arXiv, 2017. [Paper]
Bayesian Approach
- G. Synnaeve, P. Bessiere, A bayesian model for opening prediction in rts games with application to starcraft, IEEE CIG, 2011. [Paper]
- G. Synnaeve, P. Bessiere, A Bayesian model for RTS units control applied to StarCraft, IEEE CIG, 2011. [Paper]
- G. Synnaeve, P. Bessiere, Special tactics: A bayesian approach to tactical decision-making, IEEE CIG, 2012. [Paper]
Satisfaction and Optimization
- M. Certický, Implementing a Wall-In Building Placement in StarCraft with Declarative Programming, arXiv, 2013. [Paper]
- J. Fradin, F. Richoux, Robustness and Flexibility of GHOST, AIIDE Third Workshop on Artificial Intelligence in Adversarial Real-Time Games, 2015. [Paper]
- F. Richoux, A. Uriarte, J.-F. Baffier, GHOST: A Combinatorial Optimization Framework for Real-Time Problems, IEEE TCIAIG, 2016. [Paper]
- F. Richoux, A. Uriarte, S. Ontañón, Walling in Strategy Games via Constraint Optimization, AAAI AIIDE, 2014. [Paper]
Planning
- B. Weber. M. Mateas, Case-Based Reasoning for Build Order in Real-Time Strategy Games, AAAI AIIDE, 2009. [Paper]
- B. Weber, M. Mateas, A. Jhala, Applying Goal-Driven Autonomy to StarCraft, AAAI AIIDE, 2010. [Paper]
- D. Churchill, M. Buro, Build Order Optimization in StarCraft, AAAI AIIDE, 2011. [Paper]
- D. Churchill, M. Buro, Incorporating Search Algorithms into RTS Game Agents, AAAI AIIDE Workshop, 2012. [Paper]
- M. Stanescu, N. Barriga, M. Buro, Hierarchical Adversarial Search Applied to Real-Time Strategy Games, AAAI AIIDE, 2014. [Paper]
- N. Justesen, S. Risi, Continual Online Evolutionary Planning for In-Game Build Order Adaptation in StarCraft, ACM GECCO, 2017. [Paper]
Prediction
- B. Weber, M. Mateas, A Data mining approach to strategy prediction, IEEE CIG, 2009. [Paper]
- H. Park, H. Cho, K. Lee, K. Kim, Prediction of Early Stage Opponents Strategy for StarCraft AI using Scouting and Machine Learning, Workshop at SIGGRAPH Asia, 2012. [Paper]
- H. Cho, K. Kim, S. Cho, Replay-based Strategy Prediction and Build Order Adaptation for StarCraft AI Bots, IEEE CIG, 2013. [Paper]
- M. Stanescu, S. Hernandez, G. Erickson, R. Greiner, M. Buro, Predicting Army Combat Outcomes in StarCraft, AAAI AIIDE, 2013. [Paper]
- Y. N. Ravari, S. Bakkes, P. Spronck, StarCraft Winner Prediction, AAAI AIIDE, 2016. [Paper]
Control
- B. Weber, M. Mateas, A. Jhala, A Particle Model for State Estimation in Real-Time Strategy Games, AAAI AIIDE, 2011. [Paper]
- A. Shantia, E. Begue, M. Wiering, Connectionist Reinforcement Learning for Intelligent Unit Micro Management in StarCraft, IJCNN, 2011. [Paper]
- D. Churchill, A. Saffidine, M. Buro, Fast Heuristic Search for RTS Game Combat Scenarios, AAAI AIIDE, 2012. [Paper]
- D. Churchill, M. Buro, Incorporating Search Algorithms into RTS Game Agents, AAAI AIIDE Workshop, 2012. [Paper]
- S. Wender, I. Watson, Applying Reinforcement Learning to Small Scale Combat in the Real-Time Strategy Game StarCraft: Broodwar, IEEE CIG, 2012. [Paper]
- D. Churchill, M. Buro, Portfolio Greedy Search and Simulation for Large-Scale Combat in StarCraft, IEEE CIG, 2013. [Paper]
- K. Nguyen, Z. Wang, R. Thawonmas, Potential Flows for Controlling Scout Units in StarCraft, IEEE CIG, 2013. [Paper]
- N. Justesen, S. Risi, Script-and Cluster-Based UCT for StarCraft, IEEE CIG, 2014. [Paper]
- N. Usunier, G. Synnaeve, Z. Lin, S. Chintala, Episodic Exploration for Deep Deterministic Policies: an Application to StarCraft Micromanagement Tasks, arXiv, 2016. [arXiv] [ICLR 2017 Submission]
Full Game Play
- B. Weber, M. Mateas, A. Jhala, Building Human-Level AI for Real-Time Strategy Games, AAAI ACS 2011. [Paper]
- J. Young, F. Smith, C. Atkinson, K. Poyner, T. Chothia, SCAIL: An integrated Starcrat AI system, IEEE CIG, 2012. [Paper]
Learning from Demonstration
- B. Weber, S. Ontañón, Using Automated Replay Annotation for Case-Based Planning in Games, ICCBR-Games Workshop, 2010. [Paper]
- B. Weber, M. Mateas, A. Jhala, Learning from Demonstration for Goal-Driven Autonomy, AAAI, 2012. [Paper]
- J. Young, N. Hawes, Learning Micro-Management Skills in RTS Games by Imitating Experts, AAAI AIIDE, 2014. [Paper]
- N. Justesen, S. Risi, Learning Macromanagement in StarCraft from Replays using Deep Learning, IEEE CIG, 2017. [[Paper]](Learning Macromanagement in StarCraft from Replays using Deep Learning)
Miscellaneous
- W. Gong, E. Lim, P. Achananuparp, F. Zhu, D. Lo, F. Chua, In-Game Action List Segmentation and Labeling in Real-Time Strategy Games, IEEE CIG, 2012. [Paper]
- H. Alburg, F. Brynfors, F. Minges, B. Mattson, J. Svensson, Making and Acting on Predictions in StarCraft: Brood War, Bachelors Thesis, University of Gothenburg, 2014. [Theis]
- M. Leece, A. Jhala, Sequential Pattern Mining in StarCraft: Brood War for Short and Long-Term Goals, AAAI AIIDE Workshop, 2014. [Paper]
- G. Erickson, M. Buro, Global State Evaluation in StarCraft, AAAI AIIDE, 2014. [Paper]
Reports
- J. Lewis, P. Trinh, D. Kirsh, A Corpus Analysis of Strategy Video Game Play in Starcraft: Brood War, COGSCI, 2011. [Paper]
- M. Buro, D. Churchill, Real-Time Strategy Game Competitions, AI Magazine, 2012. [Report]
- G. Robertson, I. Watson, A Review of Real-time Strategy Game AI, AI Magazine, 2014. [Report]
- M. Kim, S. Kim, K. Kim, A. Dey, Evaluation of StarCraft Artificial Intelligence Competition Bots by Experienced Human Players, CHI, 2016. [Report]
Competitions
- AAAI AIIDE StarCraft AI Competition, 2016. [Link]
- IEEE CIG StarCraft AI Competition, 2016. [Link]
- Highlights Video. [Link]
- SSCAIT, Student StarCraft AI Tournament [Link]