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2017 | OriginalPaper | Chapter

Identifying Rush Strategies Employed in StarCraft II Using Support Vector Machines

Authors : Teguh Budianto, Hyunwoo Oh, Yi Ding, Zi Long, Takehito Utsuro

Published in: Entertainment Computing – ICEC 2017

Publisher: Springer International Publishing

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Abstract

This paper studies the strategies used in StarCraft II, a real-time strategy game (RTS) wherein two sides fight against each other in a battlefield context. We propose an approach which automatically classifies StarCraft II game-log collections into rush and non-rush strategies using a support vector machine (SVM). To achieve this, three types of features are evaluated: (i) the upper bound of variance in time series for the numbers of workers, (ii) the upper bound of the numbers of workers at a specific time, and (iii) the lower bound of the start time for building the second base. Thus, by evaluating these features, we obtain the optimal parameters combinations.

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Literature
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go back to reference Liu, S., et al.: Player identification from RTS game replays. In: Proceedings of the 28th CATA, pp. 313–317 (2013) Liu, S., et al.: Player identification from RTS game replays. In: Proceedings of the 28th CATA, pp. 313–317 (2013)
3.
go back to reference Weber, B.G., Mateas, M.: A data mining approach to strategy prediction. In: Proceedings of the 5th CIG, pp. 140–147 (2009) Weber, B.G., Mateas, M.: A data mining approach to strategy prediction. In: Proceedings of the 5th CIG, pp. 140–147 (2009)
Metadata
Title
Identifying Rush Strategies Employed in StarCraft II Using Support Vector Machines
Authors
Teguh Budianto
Hyunwoo Oh
Yi Ding
Zi Long
Takehito Utsuro
Copyright Year
2017
DOI
https://doi.org/10.1007/978-3-319-66715-7_39

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