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Games have always been popular testbeds for Artificial Intelligence (AI).
A. L. Samuel, “Some studies in machine learning using the game of checkers,” IBM Journal of research and development , vol. 3, no. 3, pp. 210–229, 1959
1959
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1988
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M. Campbell, A. J. Hoane, and F.-h. Hsu, “Deep blue,” Artificial intelligence , vol. 134, no. 1, pp. 57–83, 2002
2002
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M. Buro, “Real-time strategy games: A new ai research challenge,” in IJCAI , 2003, pp. 1534–1535
2003
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M. Chung, M. Buro, and J. Schaeffer, “Monte carlo planning in rts games,” in CIG , 2005
2005
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C. A. Paul, “Optimizing play: How theorycraft changes gameplay and design,” Game Studies , vol. 11, no. 2, 2011
2011
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G. Synnaeve and P. Bessiere, “A bayesian model for rts units control applied to starcraft,” in Computational Intelligence and Games (CIG), 2011 IEEE Conference on . IEEE, 2011, pp. 190–196
2011
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J. Hagelbäck, “Potential-field based navigation in starcraft,” in Computational Intelligence and Games (CIG), 2012 IEEE Conference on . IEEE, 2012, pp. 388–393
2012
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M. Buro and D. Churchill, “Real-time strategy game competitions,” AI Magazine , vol. 33, no. 3, p. 106, 2012
2012
Cited alongside, same era.
J. Gaudiosi, “Riot games’ league of legends officially becomes most played pc game in the world,” Forbes. Jul , vol. 11, p. 2011, 2012
2012
Cited alongside, same era.
A. Uriarte and S. Ontañón, “Kiting in rts games using influence maps,” in Eighth Artificial Intelligence and Interactive Digital Entertainment Conference , 2012
2012
Cited alongside, same era.
S. Ontanón, G. Synnaeve, A. Uriarte, F. Richoux, D. Churchill, and M. Preuss, “A survey of real-time strategy game ai research and competition in starcraft,” Computational Intelligence and AI in Games, IEEE Transactions on , vol. 5, no. 4, pp. 293–311, 2013
2013
Cited alongside, same era.
M. Nosrati and R. Karimi, “General trends in multiplayer online games,” World Applied Programming , vol. 3, no. 1, pp. 1–4, January 2013
F. Rioult, J.-P. Métivier, B. Helleu, N. Scelles, and C. Durand, “Mining tracks of competitive video games,” AASRI Procedia , vol. 8, no. 0, pp. 82 – 87, 2014, 2014 AASRI Conference on Sports Engineering and Computer Science (SECS 2014)
2014
Later among the works it cites.
A. Drachen, M. Yancey, J. Maguire, D. Chu, I. Y. Wang, T. Mahlmann, M. Schubert, and D. Klabajan, “Skill-based differences in spatio-temporal team behaviour in defence of the ancients 2 (dota 2),” in Proceedings of the IEEE Games, Entertainment, and Media (GEM) Conference 2014 , 2014
2014
Later among the works it cites.
E. Ackerman, “Custom ai programs take on top ranked humans in starcraft,” December 2015, http://spectrum.ieee.org/automaton/robotics/artificial-intelligence/custom-ai-programs-take-on-top-ranked-humans-in-starcraft[Online; posted 1-December-2015]
2015
Later among the works it cites.
M. Murphy, “Most played games: November 2015 – fallout 4 and black ops iii arise while starcraft ii shines,” December 2015, http://caas.raptr.com/most-played-games-november-2015-fallout-4-and-black-ops-iii-arise-while-starcraft-ii-shines/Raptr.com[Online; posted 21-December-2015]
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2013
Cited alongside, same era.
S. Ferrari, “From generative to conventional play: Moba and league of legends,” in DiGRA 2013 - DeFragging Game Studies . Atlanta, GA, USA: DiGRA, August 2013
2013
Cited alongside, same era.
N. Pobiedina, J. Neidhardt, M. d. C. C. Moreno, L. Grad-Gyenge, and H. Werthner, “On successful team formation: Statistical analysis of a multiplayer online game,” in Business Informatics (CBI), 2013 IEEE 15th Conference on . IEEE, 2013, pp. 55–62
2013
Cited alongside, same era.
P. Yang, B. Harrison, and D. L. Roberts, “Identifying patterns in combat that are predictive of success in moba games,” in Proceedings of Foundations of Digital Games , 2014
2014
Cited alongside, same era.
2015
Later among the works it cites.
J. Willich, “Reinforcement learning for heroes of newerth,” in Bachelor Thesis – Technische Universitat Darmstadt , 2015
2015
Later among the works it cites.
V. N. Silva and L. Chaimowicz, “On the development of intelligent agents for moba games,” in Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) , 2015
2015
Later among the works it cites.
D. Silver, A. Huang, C. J. Maddison, A. Guez, L. Sifre, G. Van Den Driessche, J. Schrittwieser, I. Antonoglou, V. Panneershelvam, M. Lanctot et al. , “Mastering the game of go with deep neural networks and tree search,” Nature , vol. 529, no. 7587, pp. 484–489, 2016
2016
Later among the works it cites.