Alberto Uriarte

Orcid: 0000-0002-5302-7624

According to our database1, Alberto Uriarte authored at least 13 papers between 2013 and 2019.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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Links

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Bibliography

2019
RTS AI Problems and Techniques.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

StarCraft Bots and Competitions.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

2018
Combat Models for RTS Games.
IEEE Trans. Games, 2018

2017
Single believe state generation for partially observable real-time strategy games.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2017

Single Believe State Generation for Handling Partial Observability with MCTS in StarCraft.
Proceedings of the Workshops of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2017

2016
ghost: A Combinatorial Optimization Framework for Real-Time Problems.
IEEE Trans. Comput. Intell. AI Games, 2016

Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data.
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016

2015
Automatic Learning of Combat Models for RTS Games.
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015

2014
Herbert: a motion-controlled mobile game.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Game-Tree Search over High-Level Game States in RTS Games.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

Walling in Strategy Games via Constraint Optimization.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft.
IEEE Trans. Comput. Intell. AI Games, 2013

PSMAGE: Balanced map generation for StarCraft.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013


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