National Repository of Grey Literature 8 records found  Search took 0.01 seconds. 
Improving Bots Playing Starcraft II Game in PySC2 Environment
Krušina, Jan ; Škoda, Petr (referee) ; Smrž, Pavel (advisor)
The aim of this thesis is to create an automated system for playing a real-time strategy game Starcraft II. Learning from replays via supervised learning and reinforcement learning techniques are used for improving bot's behavior. The proposed system should be capable of playing the whole game utilizing PySC2 framework for machine learning. Performance of the bot is evaluated against the built-in scripted AI in the game.
Deep Neural Networks for Reinforcement Learning in Real-Time Strategy
Barilla, Marco ; Dobeš, Petr (referee) ; Kolář, Martin (advisor)
Machine learning is one of the fastest growing branches of modern science. It is a subfield of artificial intelligence research that is interested the problem of making computers help us solve complex modern problems. Games play an important role in this field because they represent the perfect environment for testing of new approaches and benchmarking against human performance. Starcraft 2 is currently in the spotlight, thanks to its broad playerbase and its complexity. The practical goal of this paper is to create an advantage actor critic agent that is able to operate in the environment of this game.
Combat Management in Starcraft II Game by Means of Artificial Intelligence
Krajíček, Karel ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
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.
Reinforcement Learning for Starcraft Game Playing
Chábek, Lukáš ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
This work focuses on methods of machine learning for playing real-time strategy games. The thesis applies mainly methods of Q-learning based on reinforcement learning. The practical part of this work is implementing an agent for playing Starcraft II. Mine solution is based on 4 simple networks, that are colaborating together. Each of the network also teaches itself how to process all given actions optimally. Analysis of the system is based on experiments and statistics from played games.
Deep Neural Networks for Reinforcement Learning in Real-Time Strategy
Barilla, Marco ; Dobeš, Petr (referee) ; Kolář, Martin (advisor)
Machine learning is one of the fastest growing branches of modern science. It is a subfield of artificial intelligence research that is interested the problem of making computers help us solve complex modern problems. Games play an important role in this field because they represent the perfect environment for testing of new approaches and benchmarking against human performance. Starcraft 2 is currently in the spotlight, thanks to its broad playerbase and its complexity. The practical goal of this paper is to create an advantage actor critic agent that is able to operate in the environment of this game.
Combat Management in Starcraft II Game by Means of Artificial Intelligence
Krajíček, Karel ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
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.
Reinforcement Learning for Starcraft Game Playing
Chábek, Lukáš ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
This work focuses on methods of machine learning for playing real-time strategy games. The thesis applies mainly methods of Q-learning based on reinforcement learning. The practical part of this work is implementing an agent for playing Starcraft II. Mine solution is based on 4 simple networks, that are colaborating together. Each of the network also teaches itself how to process all given actions optimally. Analysis of the system is based on experiments and statistics from played games.
Improving Bots Playing Starcraft II Game in PySC2 Environment
Krušina, Jan ; Škoda, Petr (referee) ; Smrž, Pavel (advisor)
The aim of this thesis is to create an automated system for playing a real-time strategy game Starcraft II. Learning from replays via supervised learning and reinforcement learning techniques are used for improving bot's behavior. The proposed system should be capable of playing the whole game utilizing PySC2 framework for machine learning. Performance of the bot is evaluated against the built-in scripted AI in the game.

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