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Dive into the research topics where Florian Richoux is active.

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Featured researches published by Florian Richoux.


IEEE Transactions on Computational Intelligence and Ai in Games | 2013

A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft

Santiago Ontañón; Gabriel Synnaeve; Alberto Uriarte; Florian Richoux; David Churchill; Mike Preuss

This paper presents an overview of the existing work on AI for real-time strategy (RTS) games. Specifically, we focus on the work around the game StarCraft, which has emerged in the past few years as the unified test bed for this research. We describe the specific AI challenges posed by RTS games, and overview the solutions that have been explored to address them. Additionally, we also present a summary of the results of the recent StarCraft AI competitions, describing the architectures used by the participants. Finally, we conclude with a discussion emphasizing which problems in the context of RTS game AI have been solved, and which remain open.


international conference on parallel processing | 2013

Prediction of Parallel Speed-Ups for Las Vegas Algorithms

Charlotte Truchet; Florian Richoux; Philippe Codognet

We propose a probabilistic model for the parallel execution of Las Vegas algorithms, i.e. randomized algorithms whose runtime might vary from one execution to another, even with the same input. This model aims at predicting the parallel performances (i.e. speedups) by analyzing the runtime distribution of the sequential runs of the algorithm. Then, we study in practice the case of a particular Las Vegas algorithm for combinatorial optimization on three classical problems, and compare the model with an actual parallel implementation up to 256 cores. We show that the prediction can be accurate, matching the actual speedups very well up to 100 parallel cores and then with a deviation of about 20% up to 256 cores.


Archive | 2018

POSL: A Parallel-Oriented metaheuristic-based Solver Language

Alejandro Reyes-Amaro; Eric Monfroy; Florian Richoux

For a couple of years, all processors in modern machines are multi-core. Massively parallel architectures , so far reserved for super-computers, become now available to a broad public through hardware like the Xeon Phi or GPU cards. This architecture strategy has been commonly adopted by processor manufacturers, allowing them to stick with Moore’s law. However, this new architecture implies new ways to design and implement algorithms to exploit its full potential. This is in particular true for constraint-based solvers dealing with combinatorial optimization problems. Here we propose a Parallel-Oriented Solver Language (POSL, pronounced “puzzle”), a new framework to build interconnected meta-heuristic based solvers working in parallel. The novelty of this approach lies in looking at solver as a set of components with specific goals, written in a parallel-oriented language based on operators. A major feature in POSL is the possibility to share not only information, but also behaviors, allowing solver modifications during runtime. Our framework has been designed to easily build constraint-based solvers and reduce the developing effort in the context of parallel architecture. POSL’s main advantage is to allow solver designers to quickly test different heuristics and parallel communication strategies to solve combinatorial optimization problems, usually time-consuming and very complex technically, requiring a lot of engineering.


IEEE Transactions on Computational Intelligence and Ai in Games | 2016

ghost : A Combinatorial Optimization Framework for Real-Time Problems

Florian Richoux; Alberto Uriarte; Jean-François Baffier

This paper presents GHOST, a combinatorial optimization framework that a real-time strategy (RTS) AI developer can use to model and solve any problem encoded as a constraint satisfaction/optimization problem (CSP/COP). We show a way to model three different problems as a CSP/COP, using instances from the RTS game StarCraft as test beds. Each problem belongs to a specific level of abstraction (the target selection as reactive control problem, the wall-in as a tactics problem, and the build order planning as a strategy problem). In our experiments, GHOST shows good results computed within some tens of milliseconds. We also show that GHOST outperforms state-of-the-art constraint solvers, matching them on the resources allocation problem, a common combinatorial optimization problem.


arXiv: Learning | 2017

TorchCraft: a Library for Machine Learning Research on Real-Time Strategy Games

Gabriel Synnaeve; Nantas Nardelli; Alex Auvolat; Soumith Chintala; Timothee Lacroix; Zeming Lin; Florian Richoux; Nicolas Usunier


Archive | 2016

StarCraft Bots and Competitions

David Churchill; Mike Preuss; Florian Richoux; Gabriel Synnaeve; Alberto Uriarte; Santiago Ontañón; Michal Certicky


Journal of Heuristics | 2016

Estimating parallel runtimes for randomized algorithms in constraint solving

Charlotte Truchet; Alejandro Arbelaez; Florian Richoux; Philippe Codognet


national conference on artificial intelligence | 2014

Walling in strategy games via constraint optimization

Florian Richoux; Alberto Uriarte; Santiago Ontañón


Archive | 2015

RTS AI: Problems and Techniques

Santiago Ontañón; Gabriel Synnaeve; Alberto Uriarte; Florian Richoux; David Churchill; Mike Preuss


national conference on artificial intelligence | 2015

Robustness and Flexibility of GHOST

Fradin Julien; Florian Richoux

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Mike Preuss

University of Münster

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