The University of Auckland
Game AI Group


2016

Stefan Wender & Ian Watson. Combining Case-Based Reasoning and Reinforcement Learning for Tactical Unit Selection in Real-Time Strategy Game AI. In the Proc. of ICCBR-16, LNCS 9969, p413-429 Springer-Verlag

2015

Glen Robertson & Ian Watson. (In Press). Building Behavior Trees from Observations in Real-Time Strategy Games. To appear: Proceedings of the International Symposium on INnovations in Intelligent SysTems and Applications (INISTA). Copyright IEEE.

2014

Glen Robertson & Ian Watson. (2014). A Review of Real-Time Strategy Game AI. AI Magazine, 35(4), 75-104.

Glen Robertson & Ian Watson. (2014). An Improved Dataset and Extraction Process for Starcraft AI. Proceedings of the Florida Artificial Intelligence Research Society Conference (FLAIRS).

Stefan Wender & Ian Watson. (2014). Combining Case-Based Reasoning and Reinforcement Learning for Unit Navigation in Real-Time Strategy Game AI. Case-Based Reasoning Research and Development. Springer International Publishing, 2014. 511-525. ICCBR 2014.

Stefan Wender & Ian Watson. (2014). Integrating Case-Based Reasoning with Reinforcement Learning for Real-Time Strategy Game Micromanagement. PRICAI 2014: Trends in Artificial Intelligence. Springer International Publishing, 2014. 64-76.

Shunjie "Jacky" Zhen. (2014). Neuroevolution for Micromanagement in Real-Time Strategy Games. Masters Thesis. University of Auckland.

2013

Jonathan Rubin. (2013). On the Construction, Maintenance and Analysis of Case-Based Strategies in Computer Poker. PhD Thesis. University of Auckland.

Kevin Norris & Ian Watson. (2013). A Statistical Exploitation Module for Texas Hold’em And It’s Benefits When Used With an Approximate Nash Equilibrium Strategy. Proceedings of the IEEE Conference on Computational Intelligence and Games 2013, Niagara, Canada.

Stefan Wender, Amelie Cordier & Ian Watson. (2013). Building a Trace-Based System for Real-Time Strategy Game Traces.. Proceedings of EXPPORT: EXperience reuse: Provenance, Process-ORientation and Traces, ICCBR 2013.

Jacky Zhen & Ian Watson. (2013). Neuroevolution for Micromanagement in the Real-Time Strategy Game Starcraft: Brood War. . Proceedings of EXperience reuse: Provenance, Process-ORientation and Traces at ICCBR 2013, the 21st International Conference on Case-Based Reasoning, Saratoga, NY, USA.

2012

Kevin Norris. (2012). An Opponent Based Statistical Exploitation Module, And Its Benefits When Used With an Approximate Nash Equilibrium Strategy. Honours Dissertation. University of Auckland.

Glen Robertson. (2012). Applying Learning by Observation and Case-Based Reasoning to Improve Commercial RTS Game AI. Proceedings of the Doctoral Consortium at the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE).

Ian Watson & Jonathan Rubin & Glen Robertson. (2012). SARTRE: a Case-Based Poker Web App (Demo). Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE). doi:10.1145/2336727.2336750

Glen Robertson & Ian Watson. (2012). Case-Based Learning by Observation: Preliminary Work (Demo). Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System (IE). doi:10.1145/2336727.2336751

Jonathan Rubin & Ian Watson. (2012). Case-Based Strategies in Computer Poker. AI Communications, 25:19-48. doi:10.3233/AIC-2012-0513

2011

Jonathan Rubin & Ian Watson. (2011). Successful Performance via Decision Generalisation in No Limit Texas Hold'em. Proceedings of the Nineteenth International Conference on Case-Based Reasoning (ICCBR 2011). (Best Application Paper)

Jonathan Rubin & Ian Watson. (2011). On Combining Decisions from Multiple Expert Imitators for Performance. IJCAI-11, Proceedings of the Twenty-Second International Joint Conference on Artificial Intelligence.

Jonathan Rubin & Ian Watson. (2011). Computer poker: A review. Artificial Intelligence, 175(5-6):958-987.

2010

Jonathan Rubin & Ian Watson. (2010). Similarity-Based Retrieval and Solution Re-use Policies in the Game of Texas Hold'em. International Conference on Case-based Reasoning (ICCBR 2010).

Simon van den Hurk & Ian Watson. (2010). A Multi-Layered Flocking System for Crowd Simulation. International Conference on Computer Games, Multimedia and Allied Technology (CGAT 2010).

2009

Jonathan Rubin & Ian Watson. (2009). A Memory-Based Approach to Two-Player Texas Hold'em. AI 2009: Advances in Artificial Intelligence, 22nd Australasian Joint Conference.

Simon van den Hurk. (2009). A Multi-Layered Flocking System For Crowd Simulation. Honours dissertation, University of Auckland.

Jonathan Rubin & Ian Watson. (2009). SARTRE: System Overview. A Case-Based Agent for Two-Player Texas Hold'em. ICCBR 2009, Workshop on Case-Based Reasoning for Computer Games.

Jonathan Rubin & Ian Watson. (2009). Memory and Analogy in Game-Playing Agents. ICCBR 2009, Workshop on Case-Based Reasoning for Computer Games.

Stefan Wender. (2009). Integrating Reinforcement Learning into Strategy Games. Masters thesis, University of Auckland.

2008

Ian Watson, Song Lee, Jonathan Rubin & Stefan Wender. (2008). Improving a Case-Based Texas Hold’em Poker Bot. CIG'08: IEEE Symposium on Computational Intelligence and Games.

Ian Watson & Jonathan Rubin. (2008). Casper: a Case-Based Poker-Bot. AI 2008: Advances in Artificial Intelligence, 21st Australasian Joint Conference on Artificial Intelligence.

Matthew Sheehan & Ian Watson. (2008). On the Usefulness of Interactive Computer Game Logs for Agent Modelling. Tenth Pacific Rim International Conference on Artificial Intelligence.

Stefan Wender & Ian Watson. (2008). Using Reinforcement Learning for City Site Selection in the Turn-Based Strategy Game Civilization IV. CIG'08: IEEE Symposium on Computational Intelligence and Games.

Matthew P. Sheehan. (2008). General Agent Learning Using First Person Shooter Game Logs. Masters thesis, University of Auckland.

2007

Jonathan Rubin. (2007). CASPER: Design and Development of a Case-Based Poker Player. Masters thesis, University of Auckland.

Jonathan Rubin & Ian Watson (2007). Investigating the Effectiveness of Applying Case-Based Reasoning to the game of Texas Hold’em. Proceedings of the 20th. Florida Artificial Intelligence Research Society Conference (FLAIRS).

2005

Clemens N. Berndt, Ian Watson, & Hans Guesgen. (2005). OASIS: An Open AI Standard Interface Specification to Support Reasoning, Representation and Learning in Computer Games. IJCAI 2005 Workshop on Reasoning, Representation, and Learning in Computer Games