<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-09-30T02:23:09Z</responseDate><request verb="GetRecord" identifier="oai:skemman.is:1946/9143" metadataPrefix="dim">https://skemman.is/oai/request</request><GetRecord><record><header><identifier>oai:skemman.is:1946/9143</identifier><datestamp>2022-05-04T09:28:27Z</datestamp><setSpec>com_1946_6870</setSpec><setSpec>com_1946_6001</setSpec><setSpec>col_1946_34325</setSpec></header><metadata><dim:dim xmlns:dim="http://www.dspace.org/xmlns/dspace/dim" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.dspace.org/xmlns/dspace/dim http://www.dspace.org/schema/dim.xsd">
<dim:field mdschema="dc" element="contributor" lang="is">Háskólinn í Reykjavík</dim:field>
<dim:field mdschema="dc" element="contributor" qualifier="author">Aleksandar Micić 1986-</dim:field>
<dim:field mdschema="dc" element="contributor" qualifier="author">Davíð Arnarsson 1988-</dim:field>
<dim:field mdschema="dc" element="contributor" qualifier="author">Vignir Jónsson 1988-</dim:field>
<dim:field mdschema="dc" element="description" qualifier="advisor">Yngvi Björnsson 1964-</dim:field>
<dim:field mdschema="dc" element="description" lang="is">Heildartexti lokaskýrslu. Prentuð útgáfa og öll fylgiskjöl á CD eru varðveitt í bókasafni HR.</dim:field>
<dim:field mdschema="dc" element="description" qualifier="abstract" lang="en">Research into intelligent agents designed to play Real-Time Strategy (RTS) games has been  limited compared to the amount of  research that has gone into designing agents for playing board games such as chess. This is largely due to the fact that developing an agent for RTS is more complicated.  &#xd;
There has been some positive development  in the last couple of years though with the introduction of the Brood War API, which allows researchers to hook their AI into the popular RTS game StarCraft. StarCraft provides an interesting platform for AI RTS &#xd;
research due to its large variety of units and balance between playable factions.  We designed an AI agent capable of making informed decisions in StarCraft. The agent uses Reinforcement Learning to improve its performance over time. Empirical evaluation of &#xd;
the agent shows this type of an approach to be viable in RTS games.</dim:field>
<dim:field mdschema="dc" element="description" qualifier="abstract" lang="is">Lítið hefur verið um rannsóknir á hönnun gervigreindra forrita sem að spila Rauntíma herkænsku (RTH) leiki í samanburði við það magn rannsókna sem hafa farið fram á &#xd;
hönnun forrita sem að spila borðspil svo sem skák. Þetta er að stórum hluta vegna þess  hve flókið það er að hanna gervigreind forrit fyrir þessa rauntíma leiki. &#xd;
Á undanförnum árum hefur þó orðið jákvæð þróun, þökk sé hinum svo kallaða Brood War  API, sem að leyfir rannsóknarmönnum að tengja forritin sín við hinn sívinsæla RTH leik  StarCraft. StarCraft er góður grunnur fyrir RTH rannsóknir á sviði gervigreindar vegna  mikils úrvals  peða(e. Units) og jafnvægis milli liða.  &#xd;
Við þróuðum gervigreint forrit sem að getur tekið ákvarðanir byggðar á umhverfi sínu í  rauntímaherkænskuleikjum. Forritið notar Reinforcement Learning til að betrumbæta  hegðun sína eftir því sem að fleiri leikir eru spilaðir.  Tilraunir með forritið sýna að sú  aðferð er raunhæfur kostur í þróun  ervigreindar fyrir RTH leiki.</dim:field>
<dim:field mdschema="dc" element="date" qualifier="accessioned">2011-06-09T13:57:27Z</dim:field>
<dim:field mdschema="dc" element="date" qualifier="available">2011-06-09T13:57:27Z</dim:field>
<dim:field mdschema="dc" element="date" qualifier="issued">2011-06-09</dim:field>
<dim:field mdschema="dc" element="date" qualifier="submitted">2011-05-16T11:45:52Z</dim:field>
<dim:field mdschema="dc" element="date" qualifier="published">2011-05</dim:field>
<dim:field mdschema="dc" element="identifier" qualifier="uri">http://hdl.handle.net/1946/9143</dim:field>
<dim:field mdschema="dc" element="language" qualifier="iso">en</dim:field>
<dim:field mdschema="dc" element="subject" lang="is">Gervigreind</dim:field>
<dim:field mdschema="dc" element="subject" lang="is">Forritun</dim:field>
<dim:field mdschema="dc" element="subject" lang="is">Tölvunarfræði</dim:field>
<dim:field mdschema="dc" element="subject" lang="en">Artificial intelligence</dim:field>
<dim:field mdschema="dc" element="subject" lang="en">Programming (Electronic computers)</dim:field>
<dim:field mdschema="dc" element="title" lang="en">Developing game AI for the  real‐time strategy game  StarCraft</dim:field>
<dim:field mdschema="dc" element="title" lang="is">Þróun gervigreindar fyrir rauntímaherkænskuleikinn StarCraft</dim:field>
<dim:field mdschema="dc" element="type">Thesis</dim:field>
<dim:field mdschema="dc" element="type" qualifier="degree">Bachelor's</dim:field>
</dim:dim></metadata></record></GetRecord></OAI-PMH>