Terrain Analysis in StarCraft 1 and 2 as Combinatorial Optimization
Florian Richoux

TL;DR
This paper introduces a flexible combinatorial optimization approach for terrain analysis in StarCraft games, enabling adaptable spatial reasoning for AI bots through a universal library that handles different map types.
Contribution
It presents a novel method modeling terrain analysis as a combinatorial optimization problem, allowing customizable analysis by adjusting constraints and objectives.
Findings
Developed Taunt, a universal terrain analysis library for StarCraft 1 and 2.
Enables adaptive AI with customizable spatial reasoning.
Facilitates future research in AI bot development with flexible terrain analysis.
Abstract
Terrain analysis in Real-Time Strategy games is a necessary step to allow spacial reasoning. The goal of terrain analysis is to gather and process data about the map topology and properties to have a qualitative spatial representation. On StarCraft games, all previous works on terrain analysis propose a crisp analysis based on connected component detection, Voronoi diagram computation and pruning, and region merging. Those methods have been implemented as game-specific libraries, and they can only offer the same kind of analysis for all maps and all users. In this paper, we propose a way to consider terrain analysis as a combinatorial optimization problem. Our method allows different kinds of analysis by changing constraints or the objective function in the problem model. We also present a library, Taunt, implementing our method and able to handle both StarCraft 1 and StarCraft 2 maps.…
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Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Educational Games and Gamification
