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