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dc.contributor.authorKöstler, Harald
dc.contributor.authorGmeiner, Björn
dc.date2013-08-01
dc.date.accessioned2018-01-08T09:16:41Z
dc.date.available2018-01-08T09:16:41Z
dc.date.issued2013
dc.identifier.issn1610-1987
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/11357
dc.description.abstractThis 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.
dc.publisherSpringer
dc.relation.ispartofKI - Künstliche Intelligenz: Vol. 27, No. 3
dc.relation.ispartofseriesKI - Künstliche Intelligenz
dc.subjectGenetic algorithm
dc.subjectMulti-objective optimization
dc.subjectNSGA II
dc.subjectStarcraft II
dc.titleA Multi-objective Genetic Algorithm for Build Order Optimization in StarCraft II
dc.typeText/Journal Article
mci.reference.pages221-233
gi.identifier.doi10.1007/s13218-013-0263-2


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