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A Multi-objective Genetic Algorithm for Build Order Optimization in StarCraft II

机译:《星际争霸》 II中多目标遗传算法用于构建顺序优化

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This article presents a modified version of the multi-objective genetic algorithm NSGA II in order to find optimal opening strategies in the real-time strategy game StarCraft II. Based on an event-driven simulator capable of performing an accurate estimate of in-game build-times the quality of different build lists can be judged. These build lists are used as chromosomes within the genetic algorithm. Procedural constraints e.g. given by the Tech-Tree or other game mechanisms, are implicitly encoded into them. Typical goals are to find the build list producing most units of one or more certain types up to a certain time (Rush) or to produce one unit as early as possible (Tech-Push). Here, the number of entries in a build list varies and the objective values have in contrast to the search space a very small diversity. We introduce our game simulator including its graphical user interface, the modifications necessary to fit the genetic algorithm to our problem, test our algorithm on different Tech-Pushes and Rushes for all three races, and validate it with empirical data of expert StarCraft II players.
机译:本文介绍了多目标遗传算法NSGA II的修改版本,以便在实时策略游戏《星际争霸II》中找到最佳的开放策略。基于事件驱动的模拟器,该模拟器能够对游戏中的构建时间进行准确的估算,从而可以判断出不同构建列表的质量。这些构建列表被用作遗传算法中的染色体。程序限制由Tech-Tree或其他游戏机制提供的信息被隐式编码到其中。典型的目标是找到在特定时间内最多生产一种或多种特定类型的大多数部件的构建列表(紧急)或尽早生产一个部件(技术推动)。在此,构建列表中条目的数量会有所不同,与搜索空间相比,目标值的多样性很小。我们将介绍我们的游戏模拟器,包括其图形用户界面,必要的修改以使遗传算法适合我们的问题,针对所有三个种族在不同的Tech-Pushes和Rushes上测试我们的算法,并使用专家级StarCraft II玩家的经验数据对其进行验证。

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