Abstract
This paper examines strategies used in StarCraft II, a real-time strategy (RTS) game in which two opponents compete in a battlefield context. The RTS genre requires players to make effective strategic decisions. How players execute the selected strategies affects the game result. We propose a method to automatically classify strategies as rush or non-rush strategies using support vector machines (SVMs). We collected game replay data from an online StarCraft II community and focused on high-level players to design the proposed classifier by evaluating four feature functions: (i) the upper bound of variance in time series for the numbers of workers, (ii) the upper bound of the numbers of workers at a specific time, (iii) the lower bound of the start time to build a second base, and (iv) the upper bound of the start time to build a specific building. By evaluating these features, we obtained the parameters combinations required to design and construct the proposed SVM-based rush identifier. Then we implemented our findings into a StarCraft: Brood War (StarCraft I) agent to demonstrate the effectiveness of the proposed method in a real-time game environment.
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CITATION STYLE
Budianto, T., Oh, H., & Utsuro, T. (2018). Learning to Identify Rush Strategies in StarCraft. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11112 LNCS, pp. 90–102). Springer Verlag. https://doi.org/10.1007/978-3-319-99426-0_8
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