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Learning to Identify Rush Strategies in StarCraft

机译:学习识别星际争霸中的急剧策略

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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:本文审查了星际争霸Ⅱ,实时策略(RTS)游戏,其中两个对手在战场上竞争。 RTS流派要求玩家做出有效的战略决策。玩家如何执行所选策略影响游戏结果。我们提出了一种使用支持​​向量机(SVM)自动将策略分类为匆忙或非急策略的方法。我们收集了来自在线星际争霸Ⅱ社区的游戏重播数据,并专注于高级玩家通过评估四个特征功能来设计所提出的分类器:(Ⅰ)时间序列的差异差异为工人的数量,(Ⅱ)在特定时间的工人数量的上限,(Ⅲ)开始时间的下限,构建第二个基地,并且(ⅳ)开始时间的上限以构建特定建筑。通过评估这些功能,我们获得了设计和构建所提出的基于SVM的Rush标识符所需的参数组合。然后我们将我们的调查结果实施到了星际争霸:育雏战争(星际争霸Ⅰ)代理商,以证明所提出的方法在实时游戏环境中的有效性。

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