Jump to content

Like
2Likes
Dislike
Build-Order Optimization in StarCraft

Peer Reviewed by Gaiiden


research rts optimization optimisation
Academic research paper from the 2011 Artificial Intelligence and Interactive Digital Entertainment conference

4: Adsense

David Churchill and Michael Buro
University of Alberta
Computing Science Department
Edmonton, Alberta, Canada

Abstract


In recent years, real-time strategy (RTS) games have gained interest in the AI research community for their multitude of challenging subproblems — such as collaborative pathfinding, effective resource allocation and unit targeting, to name a few. In this paper we consider the build order problem in RTS games in which we need to find concurrent action sequences that, constrained by unit dependencies and resource availability, create a certain number of units and structures in the shortest possible time span. We present abstractions and heuristics that speed up the search for approximative solutions considerably in the game of StarCraft, and show the efficacy of our method by comparing its real-time performance with that of professional StarCraft players.

Attached File  aiide11-bo.pdf   166.7KB   1679 downloads


References


Branquinho, A., and Lopes, C. 2010. Planning for resource production in real-time strategy games based on partial order planning, search and learning. In Systems Man and Cybernetics (SMC), 2010 IEEE International Conference on, 4205–4211.IEEE.

Buro, M., and Kovarsky, A. 2007. Concurrent action selection with shared fluents. In AAAI Vancouver, Canada.

BWAPI. 2011. BWAPI: An API for interacting with StarCraft: Broodwar. http://code.google.com/p/bwapi/.

Chan, H.; Fern, A.; Ray, S.; Wilson, N.; and Ventura, C. 2007a. Extending online planning for resource production in real-time strategy games with search.

Chan, H.; Fern, A.; Ray, S.; Wilson, N.; and Ventura, C. 2007b. Online planning for resource production in real-time strategy games. In Proceedings of the International Conference on Automated Planning and Scheduling, Providence, Rhode Island.

Iba, G. 1989. A heuristic approach to the discovery of macro-operators. Machine Learning 3(4):285–317.

Kovarsky, A., and Buro, M. 2006. A first look at buildorder optimization in real-time strategy games. In Proceedings of the GameOn Conference, 18–22. Citeseer.

ORTS. 2010. ORTS - A Free Software RTS Game Engine. http://skatgame.net/mburo/orts/.

Stolle, M., and Precup, D. 2002. Learning options in reinforcement learning. Abstraction, Reformulation, and Approximation 212–223.

License

GDOL (Gamedev.net Open License)

0 Comments

Note: GameDev.net moderates article comments.