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Learning to Identify Rush Strategies in StarCraft

机译:学习识别《星际争霸》中的紧急策略

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This paper examines strategies used in StarCraft Ⅱ, a realtime 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.
机译:本文研究了《星际争霸Ⅱ》中使用的策略,这是一种实时策略(RTS)游戏,其中两个对手在战场上竞争。 RTS风格要求玩家做出有效的战略决策。玩家执行所选策略的方式会影响游戏结果。我们提出一种使用支持​​向量机(SVM)将策略自动分类为紧急策略或非紧急策略的方法。我们从一个在线《星际争霸Ⅱ》社区中收集了游戏重播数据,并专注于高级玩家,通过评估四个特征函数来设计拟议的分类器:(ⅰ)时间序列方差的上限,用于确定工人人数,(ⅱ)特定时间的工人人数上限;(ⅲ)建造第二座基地的开始时间的下限;(ⅳ)建造特定建筑物的开始时间的上限。通过评估这些功能,我们获得了设计和构建建议的基于SVM的紧急识别器所需的参数组合。然后,我们将研究结果应用于《星际争霸:巢穴之战》(StarCraftⅠ)代理中,以证明该方法在实时游戏环境中的有效性。

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