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Improving Starcraft II Build Orders Using Variable-Length Genetic Algorithm

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Improving Starcraft II Build Orders Using Variable-Length Genetic Algorithm

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  1. Improving Starcraft II Build Orders Using Variable-Length Genetic Algorithm ECE 539 Final Project Andrew Wolfgram UW-Madison 2010

  2. Objective • Design a genetic algorithm to create quick build orders for the real-time strategy (RTS) game Starcraft II

  3. Motivation • Starcraft II is very popular – “national sport” in South Korea • “Rush” builds can perform very well • Combination of class work and recreation

  4. Existing Approaches • Trial and Error by Players • Example Protoss Rush Build • Pylon • Gateway • Assimilator • Pylon • Cybernetics Core • Stalker and Warpgate Research • Pylon • Gateway • Sentry • Gateway • Gateway • Pylon • Create Stalkers

  5. Plan • Use genetic algorithm to come up with good (quick) build orders to get to a certain number of a particular unit • Fitness function is a combination of proximity to goal (number of units) and execution time

  6. Difficulties • Build orders are not like Traveling Salesman • Do not know length of chromosome – support for variable length chromosomes needed • Game is complex – timing determined by resource gathering rates and must be calculated for each chromosome

  7. Data • Data has been gathered experimentally by members of Team Liquid • Available on Liquipedia

  8. Expected Results • New possibilities for rush builds • New options for existing rush builds that streamline player execution

  9. Questions and Contact • awolfgram@wisc.edu