Difference between revisions of "AIUR"
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==Scientific papers== | ==Scientific papers== | ||
* Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill and Mike Preuss. [http://pagesperso.lina.univ-nantes.fr/~richoux-f/publications/tciaig13.pdf A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft, Transactions on Computational Intelligence and AI in Games], IEEE, 2013. | * Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill and Mike Preuss. [http://pagesperso.lina.univ-nantes.fr/~richoux-f/publications/tciaig13.pdf A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft, Transactions on Computational Intelligence and AI in Games], IEEE, 2013. | ||
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+ | ==Videos== | ||
+ | {{#ev:youtube|sb8VtBnAK2M}} | ||
+ | {{#ev:youtube|HJSjcIVvhVU}} | ||
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Revision as of 21:33, 15 July 2015
AIUR (Artificial Intelligence Using Randomness) is an AI for StarCraft: Brood War, written by Florian Richoux.
The main idea is to be unpredictable by making some stochastic choices. The AI starts a game with a "mood" randomly picked up among 5 moods, dictating some behaviors (aggressive, fast expand, macro-game, ...). In addition, some other choices (productions, timing attacks, early aggressions, ...) are also taken under random conditions.
Learning is an essential part of AIUR. For this, it uses persistent I/O files system to record which moods are efficient against a given opponent, in order to modify the probability distribution for the mood selection.
Facts
- One of the most popular bots to play because of its multiple build orders.
- It uses Gateway units a lot.
Strategies
General
- Cannon rush.
- Perfectly timed maximum supply gateway timing.
Achievements
- AIIDE 2013: 3rd
- CIG 2013 (no I/O systems): 3rd
- AIIDE 2012: 2nd
- CIG 2012 (no I/O systems): 3rd
- AIIDE 2011 (no I/O systems): 3rd
- CIG 2011 (no I/O systems): 5th
Scientific papers
- Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill and Mike Preuss. A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft, Transactions on Computational Intelligence and AI in Games, IEEE, 2013.