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Improving Starcraft II Build
Orders Using Variable-Length
Genetic Algorithm
ECE 539 Final Project
Andrew Wolfgram
UW-Madison 2010
Objective
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Design a genetic algorithm to create quick build
orders for the real-time strategy (RTS) game
Starcraft II
Motivation
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Starcraft II is very popular – “national sport” in
South Korea
“Rush” builds can perform very well
Combination of class work and recreation
Existing Approaches
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Trial and Error by Players
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Example Protoss Rush Build
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Pylon
Gateway
Assimilator
Pylon
Cybernetics Core
Stalker and Warpgate Research
Pylon
Gateway
Sentry
Gateway
Gateway
Pylon
Create Stalkers
Plan
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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
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
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Data
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Data has been gathered experimentally by
members of Team Liquid
Available on Liquipedia
Expected Results
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New possibilities for rush builds
New options for existing rush builds that
streamline player execution
Questions and Contact
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[email protected]