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20182025
most citedForward Modeling for Partial Observation Strategy Games - A StarCraft Defogger

16 citations · 31 across the 8 of their papers we have counts for

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cs.LG2022

Dungeons and Data: A Large-Scale NetHack Dataset

Eric Hambro, Roberta Raileanu, Danielle Rothermel +4

Recent breakthroughs in the development of agents to solve challenging sequential decision making problems such as Go, StarCraft, or DOTA, have relied on both simulated environment…

cs.LG2022★ 1 cited

Insights From the NeurIPS 2021 NetHack Challenge

Eric Hambro, Sharada Mohanty, Dmitrii Babaev +26

In this report, we summarize the takeaways from the first NeurIPS 2021 NetHack Challenge. Participants were tasked with developing a program or agent that can win (i.e., 'ascend' i…

cs.LG2021★ 5 cited

Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variants

Dennis J. N. J. Soemers, Vegard Mella, Eric Piette +3

In this paper, we use fully convolutional architectures in AlphaZero-like self-play training setups to facilitate transfer between variants of board games as well as distinct games…

cs.LG2020

Polygames: Improved Zero Learning

Tristan Cazenave, Yen-Chi Chen, Guan-Wei Chen +21

Since DeepMind's AlphaZero, Zero learning quickly became the state-of-the-art method for many board games. It can be improved using a fully convolutional structure (no fully connec…

cs.LG2018★ 16 cited

Forward Modeling for Partial Observation Strategy Games - A StarCraft Defogger

Gabriel Synnaeve, Zeming Lin, Jonas Gehring +5

We formulate the problem of defogging as state estimation and future state prediction from previous, partial observations in the context of real-time strategy games. We propose to…

cs.LG2018★ 3 cited

High-Level Strategy Selection under Partial Observability in StarCraft: Brood War

Jonas Gehring, Da Ju, Vegard Mella +3

We consider the problem of high-level strategy selection in the adversarial setting of real-time strategy games from a reinforcement learning perspective, where taking an action co…