Original title:
Řízení boje ve hře Starcraft II pomocí umělé inteligence
Translated title:
Combat Management in Starcraft II Game by Means of Artificial Intelligence
Authors:
Krajíček, Karel ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor) Document type: Bachelor's theses
Year:
2018
Language:
cze Publisher:
Vysoké učení technické v Brně. Fakulta informačních technologií Abstract:
[cze][eng]
Táto práca sa zaoberá využitím umelej inteligencie a návrh funkčného modulu pre strategickú hru StarCraft II. Riešenie využíva neurónové siete a Q-learning pre boj. Pre implementáciu systému a jej prepojenie s hrou StarCraft používam StarCraft 2 Learning Environment. Vyhodnotenie systému je založené na jej schopnosti vykonať pokrok.
This thesis focuses on the use of Artificial Intelligence and design of working module in Real-Time Strategy (RTS) game, StarCraft II. The proposed solution uses Neural Network and Q-learning for combat management. For implementation, the StarCraft 2 Learning Environment has been used as a means of communication between the designed system and the game. Evaluation of the system is based on its ability to make progress over time.
Keywords:
artificial intelligence; artificial neural network; machine learning; PySC2; Q-learning; Real-Time Strategy games; SC2LE; StarCraft II; PySC2; Q-learning; SC2LE; StarCraft II; strategické hry v reálném čase; strojové učení; Umělá inteligence; umělá neuronová síť
Institution: Brno University of Technology
(web)
Document availability information: Fulltext is available in the Brno University of Technology Digital Library. Original record: http://hdl.handle.net/11012/85233