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Alberto Uriarte
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2010 – 2019
- 2019
- [r2]David Churchill, Mike Preuss, Florian Richoux, Gabriel Synnaeve, Alberto Uriarte, Santiago Ontañón, Michal Certický:
StarCraft Bots and Competitions. Encyclopedia of Computer Graphics and Games 2019 - [r1]Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss:
RTS AI Problems and Techniques. Encyclopedia of Computer Graphics and Games 2019 - 2018
- [j3]Alberto Uriarte
, Santiago Ontañón:
Combat Models for RTS Games. IEEE Trans. Games 10(1): 29-41 (2018) - 2017
- [c8]Alberto Uriarte, Santiago Ontañón:
Single Believe State Generation for Handling Partial Observability with MCTS in StarCraft. AIIDE Workshops 2017 - [c7]Alberto Uriarte, Santiago Ontañón:
Single believe state generation for partially observable real-time strategy games. CIG 2017: 296-303 - 2016
- [j2]Florian Richoux, Alberto Uriarte
, Jean-François Baffier:
ghost: A Combinatorial Optimization Framework for Real-Time Problems. IEEE Trans. Comput. Intell. AI Games 8(4): 377-388 (2016) - [c6]Alberto Uriarte, Santiago Ontañón:
Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data. AIIDE 2016: 100-106 - [i1]Alberto Uriarte, Santiago Ontañón:
Combat Models for RTS Games. CoRR abs/1605.05305 (2016) - 2015
- [c5]Alberto Uriarte, Santiago Ontañón:
Automatic Learning of Combat Models for RTS Games. AIIDE 2015: 212-219 - 2014
- [c4]Florian Richoux, Alberto Uriarte, Santiago Ontañón:
Walling in Strategy Games via Constraint Optimization. AIIDE 2014 - [c3]Alberto Uriarte, Santiago Ontañón:
Game-Tree Search over High-Level Game States in RTS Games. AIIDE 2014 - [c2]Alexander M. Duff, Jun Ma, Shannon Sepelak, Alberto Uriarte, Wenjie Wu, Jichen Zhu:
Herbert: a motion-controlled mobile game. CHI PLAY 2014: 331-334 - 2013
- [j1]Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss
:
A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft. IEEE Trans. Comput. Intell. AI Games 5(4): 293-311 (2013) - [c1]Alberto Uriarte, Santiago Ontañón:
PSMAGE: Balanced map generation for StarCraft. CIG 2013: 1-8
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