Alberto Uriarte
RA/TA, PhD candidateDepartment of Computer Science
Drexel University
Lab | University Crossing 145 |
albertouri[at]drexel[dot]edu | |
Office hours | Cyber Learning Center |
I'm working on game AI (Artificial Intelligence) under the supervision of Dr. Santiago Ontañón Villar. Some of the topics that I'm interested are RTS games, multiagents systems, procedural content generation, machine learning and spatial reasoning.
I received a B.S. in Computer Science from Universitat Autònoma de Barcelona in 2006 and a M.S. in Artificial Intelligence and Computer Vision from UAB/IIIA-CSIC in 2011.
Publications
2017
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Adversarial Search and Spatial Reasoning in Real Time Strategy GamesAlberto Uriarte. PhD dissertation, Drexel University, USA@phdthesis{uriarte17c, author = {Uriarte, Alberto}, title = {Adversarial Search and Spatial Reasoning in Real Time Strategy Games}, school = {Drexel University}, year = {2017} }
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Single Believe State Generation for Partially Observable Real-Time Strategy GamesAlberto Uriarte, Santiago Ontañón. IEEE-CIG 2017@inproceedings{uriarte17b, author = {Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {Single Believe State Generation for Partially Observable Real-Time Strategy Games}, booktitle = {CIG}, year = {2017} }
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Combat Models for RTS GamesAlberto Uriarte, Santiago Ontañón. IEEE Trans. Comput. Intellig. and AI in Games@article{Uriarte2017, author = {Uriarte, Alberto and Onta{\~n}{\'o}n, Santiago}, title = {{C}ombat {M}odels for {RTS} {G}ames}, year = {2017} journal = {IEEE Transactions on Computational Intelligence and AI in games}, volume = {PP}, number = {99}, year = {2017}, pages = {1--1}, ee = {http://dx.doi.org/10.1109/TCIAIG.2017.2669895} }
2016
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Improving Terrain Analysis and Applications to RTS Game AIAlberto Uriarte, Santiago Ontañón. AIIDE 2016 workshop on Artificial Intelligence in Adversarial Real-Time Games@inproceedings{uriarte16b, author = {Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {Improving Terrain Analysis and Applications to RTS Game AI}, booktitle = {AIIDE}, year = {2016} }
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Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay DataAlberto Uriarte, Santiago Ontañón. AIIDE 2016@inproceedings{uriarte16, author = {Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {Improving Monte Carlo Tree Search Policies in StarCraft via Probabilistic Models Learned from Replay Data}, booktitle = {AIIDE}, year = {2016} }
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GHOST: A Combinatorial Optimization Framework for Real-Time ProblemsFlorian Richoux, Alberto Uriarte, Jean-François Baffier. IEEE Trans. Comput. Intellig. and AI in Games@article{richoux16, author = {Richoux, Florian and Uriarte, Alberto and Baffier, Jean-François}, title = {{GHOST}: A Combinatorial Optimization Framework for Real-Time Problems}, journal = {IEEE Transactions on Computational Intelligence and AI in games}, volume = {8}, number = {4}, year = {2016}, pages = {377--388}, ee = {http://dx.doi.org/10.1109/TCIAIG.2016.2573199} }
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StarCraft Bots and CompetitionsDavid Churchill, Mike Preuss, Florian Richoux, Gabriel Synnaeve, Alberto Uriarte, Santiago Ontañón, Michal Certický. Encyclopedia of Computer Graphics and Games. Springer@article{churchill16, author = {Churchill, David and Preuss, Mike and Richoux, Florian and Synnaeve, Gabriel and Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago and \v{C}ertick\'{y}, Michal}, chapter = {StarCraft Bots and Competitions}, title = {Encyclopedia of Computer Graphics and Games}, publisher = {Springer International Publishing}, year = {2016}, pages = {1--18}, isbn = {978-3-319-08234-9}, ee = {http://dx.doi.org/10.1007/978-3-319-08234-9_18-1} }
2015
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RTS AI Problems and TechniquesSantiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss. Encyclopedia of Computer Graphics and Games. Springer@article{ontanon15, author = {Onta\~{n}\'{o}n, Santiago and Synnaeve, Gabriel and Uriarte, Alberto and Richoux, Florian and Churchill, David and Preuss, Mike}, chapter = {RTS AI Problems and Techniques}, title = {Encyclopedia of Computer Graphics and Games}, publisher = {Springer International Publishing}, year = {2015}, pages = {1--12}, isbn = {978-3-319-08234-9}, ee = {http://dx.doi.org/10.1007/978-3-319-08234-9_17-1} }
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A Benchmark for StarCraft Intelligent AgentsAlberto Uriarte, Santiago Ontañón. AIIDE 2015 workshop on Artificial Intelligence in Adversarial Real-Time Games@inproceedings{uriarte15b, author = {Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {A Benchmark for StarCraft Intelligent Agents}, booktitle = {AIIDE}, year = {2015} }
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Planning in RTS Games with Incomplete Action Definitions via Answer Set ProgrammingMarcello Balduccini, Alberto Uriarte, Santiago Ontañón. AIIDE 2015 workshop on Artificial Intelligence in Adversarial Real-Time Games@inproceedings{balduccini15, author = {Balduccini, Marcello and Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {Planning in RTS Games with Incomplete Action Definitions via Answer Set Programming}, booktitle = {AIIDE}, year = {2015} }
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Automatic Learning of Combat Models for RTS GamesAlberto Uriarte, Santiago Ontañón. AIIDE 2015@inproceedings{uriarte15, author = {Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {Automatic Learning of Combat Models for RTS Games}, booktitle = {AIIDE}, year = {2015} }
2014
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Herbert: A Motion-Controlled Mobile GameAlexander M. Duff, Jun Ma, Shannon Sepelak, Alberto Uriarte, Wenjie Wu, Jichen Zhu. CHI PLAY 2014@inproceedings{uriarte14Herbert, author = {Duff, Alexander M. and Ma, Jun and Sepelak, Shannon and Uriarte, Alberto and Wu, Wenjie and Zhu, Jichen}, title = {Herbert: A Motion-controlled Mobile Game}, booktitle = {Proceedings of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play}, series = {CHI PLAY '14}, year = {2014}, isbn = {978-1-4503-3014-5}, location = {Toronto, Ontario, Canada}, pages = {331--334}, numpages = {4}, url = {http://doi.acm.org/10.1145/2658537.2662982}, doi = {10.1145/2658537.2662982}, acmid = {2662982}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {accelerometer, chasing, intuitive controls, kiting, mobile devices, motion controls, shake, skill game}, }
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High-Level Representations for Game-Tree Search in RTS GamesAlberto Uriarte, Santiago Ontañón. AIIDE 2014 workshop on Artificial Intelligence in Adversarial Real-Time Games@inproceedings{uriarte14b, author = {Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {High-Level Representations for Game-Tree Search in RTS Games}, booktitle = {AIIDE}, year = {2014}} }
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Game-Tree Search over High-Level Game States in RTS GamesAlberto Uriarte, Santiago Ontañón. AIIDE 2014@inproceedings{uriarte14a, author = {Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {Game-Tree Search over High-Level Game States in RTS Games}, booktitle = {AIIDE}, year = {2014}} }
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Walling in Strategy Games via Constraint OptimizationFlorian Richoux, Alberto Uriarte, Santiago Ontañón. AIIDE 2014@inproceedings{richoux14, author = {Richoux, Florian and Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {Walling in Strategy Games via Constraint Optimization}, booktitle = {AIIDE}, year = {2014}} }
2013
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A Survey of Real-Time Strategy Game AI Research and Competition in StarCraftSantiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, Mike Preuss. IEEE Trans. Comput. Intellig. and AI in Games@article{ontanon13survey, author = {Onta\~{n}\'{o}n, Santiago and Synnaeve, Gabriel and Uriarte, Alberto and Richoux, Florian and Churchill, David and Preuss, Mike}, title = {A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft}, journal = {IEEE Transactions on Computational Intelligence and AI in games}, volume = {5}, number = {4}, year = {2013}, pages = {1-19}, ee = {http://dx.doi.org/10.1109/TCIAIG.2013.2286295} }
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PSMAGE: Balanced Map Generation for StarCraftAlberto Uriarte, Santiago Ontañón. IEEE-CIG 2013@inproceedings{uriarte13, author = {Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {PSMAGE: Balanced map generation for StarCraft}, booktitle = {CIG}, year = {2013}, pages = {1-8}, ee = {http://dx.doi.org/10.1109/CIG.2013.6633644} }
2012
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Kiting in RTS Games Using Influence MapsAlberto Uriarte, Santiago Ontañón. AIIDE 2012 workshop on Artificial Intelligence in Adversarial Real-Time Games@inproceedings{uriarte12, author = {Uriarte, Alberto and Onta\~{n}\'{o}n, Santiago}, title = {Kiting in RTS Games Using Influence Maps}, booktitle = {AIIDE}, year = {2012}, ee = {http://aaai.org/ocs/index.php/AIIDE/AIIDE12/paper/view/5497} }
2011
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Multi-Reactive Planning for Real-Time Strategy GamesAlberto Uriarte. MSc dissertation, Universitat Autònoma de Barcelona, Spain@mastersthesis{uriarte11, author = {Uriarte, Alberto}, title = {Multi-Reactive Planning for Real-Time Strategy Games}, school = {Universitat Aut\`{o}noma de Barcelona}, year = {2011} }
Articles
- (11-20-2014) StarCraft Brood War Data Mining
Projects
- StarCraft AI. A wikipeida of StarCraft: Brood War and Artificial Intelligence
- StarCraft AI Benchmark. A suite of StarCraft maps and a BWAPI launcher to test and benchmark StarCraft bots.
- NOVA. A multi agent system that plays StarCraft: Brood War
- Broodwar Terrain Analyzer 2 (BWTA2) is a fork of BWTA, an add-on for BWAPI which analyzes the current starcraft map and returns the set of expansion locations, regions, and choke points.
- Herbert, an iPhone/Android game
- StarCraft BroodWar Bots Ladder
- Bot for the AI Competiton of THE RESISTANCE, Vienna Game/AI Conference 2012
Teaching
A list of the courses I've taught/assisted:
Term | Course |
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July 2015 | DUCA (Drexel University Computing Academy) |
Winter 2015 | CS 283: Systems Programming |
Fall 2014 | CS 380: Artificial Intelligence |
July 2014 | DUCA (Drexel University Computing Academy) - Video game project coordinator |
Spring 2014 | CS 387/CS 680: Game AI |
Winter 2014 | CS 360: Programming Language Concepts |
Fall 2013 | CS 583/CS 480: Introduction to Computer Vision |
July 2013 | DUCA (Drexel University Computing Academy) - Video game project coordinator |
Winter 2013 | CS 171: Computer Programming I |
Fall 2012 | CS 164: Introduction to Computer Science |
July 2012 | DUCA (Drexel University Computing Academy) - Scripting in Unity |
Honors and Awards
- Jay Modi Memorial Award, College of Computing & Informatics, Drexel University 2017. In recognition of academic excellence and the potential to become a leader in the field.
- CCIDSA won the Best New Organization Award from Drexel University’s Office of Graduate Studies and Graduate Student Association (GSA)
- UPE Executive Council Award, 2014. [PDF]
- First place in Student Competition Video Competition at the IEEE Computational Intelligence and Games Conference 2013. [YouTube]
Activities
- AIIDE 2016 October 8-12, San Francisco, California. Committee Member of the Workshop on Artificial Intelligence in Adversarial Real-Time Games.
- AIIDE 2015 November 14-18, University of California Santa Cruz, California. Committee Member of the Workshop on Artificial Intelligence in Adversarial Real-Time Games.
- Co-President, The College of Computing & Informatics Doctoral Student Association (CCIDSA), 2014-2016
- President, Drexel Chapter of Upsilon Pi Epsilon, 2013-2014
- AIIDE 2013 October 14-18, Northeastern University, Boston, Massachusetts.
- IEEE-CIG 2013 August 11 - 13, Niagara Falls, Canada.
- Assistance of Artificial Intelligence in Gaming project at REThink (Summer 2013).
- AIIDE 2012 October 8-12, Stanford, Palo Alto, California. Committee Member of the Workshop on Artificial Intelligence in Adversarial Real-Time Games.
- IJCAI 2011 July 16 - 22, Barcelona, Spain.
AI toolkits to write your own AI scripts for games
Links
- Procedural Content Generation in Games
- Josep Valls-Vargas, PhD Student at the Drexel AI and Games lab.
- Sam Snodgrass, PhD Student at the Drexel AI and Games lab.
- Brandon Packard, PhD Student at the Drexel AI and Games lab.