Approximation Models of Combat in StarCraft 2 Ian Helmke Dan Kreymer Karl Wiegand CS 7180 - Sliva October 21, 2012 Outline Background and Motivation Problem Statement Approach and Method Results Applications and Limitations Future Work Background: StarCraft 2 Real-Time Strategy (RTS) computer game Gameplay: Gather, build, research, attack, and then destroy all enemy buildings Complex, zero-sum, partial information game Popular game series for testing AI systems Problem Statement: One Battle Given the composition of two armies, which army will win and which units will remain? Terran Zerg 12 Marines 4 Marauders 4 Hellions 24 Zerglings 4 Roaches 4 Hydralisks 50% 50% 2 Marines 2 Marauders 1 Hellions 3 Hydralisks Approach: Approximations Units have health, DPS, flags, and basic attributes based on unique type APX1: Randomized perfect focus fire APX2: Free round of attacks by ranged units APX3: Attributes and bonus damage APX4: Preferred targeting of melee units Method: In-Game Testing 12 matches: 4 rounds of 3 different combinations (PvT, TvZ, PvZ) Each round increased complexity and size 12 custom maps with 10 battles per match Tracked compositions and win percentages APXn: 12 simulations based on 1,000 rounds Example: Replay of Test Battle Results: Predicting Victory Results: Predicting Remaining Units Results: Predicting Remaining Units Applications and Limitations Good: Victory determination in decision trees Heuristic for many planning algorithms Selectively use/combine this model Bad: No micromanagement or formations Okay: No technology or spells Future Work Technology as a set of rules and effects Spellcasters assumed to be fully effective More testing or creation of a test corpus POMDP for victory prediction Combine with player-specific models to account for micromanagement ? Full report, code, maps, replays, and all results are available at: [https://bitbucket.org/karlwiegand/sc2apx].