Build Order Optimization in StarCraft

Build Order Optimization in StarCraft
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DOI:
10.1609/aiide.v7i1.12435
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发表时间:
2011-10
期刊:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
影响因子:
--
通讯作者:
David Churchill;M. Buro
David Churchill;M. Buro
中科院分区:
其他
文献类型:
--
作者:
David Churchill;M. Buro

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近年来,实时战略 (RTS) 游戏因其众多具有挑战性的子问题而引起了人工智能研究界的兴趣,例如协作寻路、有效的资源分配和单位瞄准等。在本文中,我们考虑 RTS 游戏中的构建顺序问题,其中我们需要找到并发动作序列,这些序列受单元依赖性和资源可用性的约束,在尽可能短的时间跨度内创建一定数量的单元和结构。我们提出了抽象和启发式方法,可以大大加快星际争霸游戏中近似解决方案的搜索速度,并通过将其实时性能与职业星际争霸玩家的实时性能进行比较来展示我们方法的有效性。
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.