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Developing StarCraft 2 Build Orders With Genetic Algorithms

Jamie recommends a blog post from software engineer Louis Brandy explaining how using genetic algorithms to evaluate build orders in StarCraft 2 has led to some surprisingly powerful results. Quoting: "One of the reasons build-order optimization is so important is that you can discover openings that 'hard-counter' other openings. If I can get an army of N size into your base when you do opening X, you will always lose. ... a genetic algorithm is a type of optimization algorithm that tries to find optimal solutions using a method analogous to biologic evolution (to be specific: descent with modification & natural selection). Put simply, you take a 'population' of initial build orders, evaluate them for fitness, and modify the population according to each element’s fitness. In other words, have the most successful reproduce. The program’s input is simply the desired game state. In practice, this means 'make N units' to determine some rush build order (but it also allows for other types of builds, like make N workers with some defensive structures and a small army)."

200 comments

  1. Does anyone else find the summary comprehensible? by PaulBu · · Score: 1

    Especially of the ones who frigging *know* what genetic algorithms are all about, as I expect a better half of /.?

    Paul B.

    P.S. Or was it auto-generated by a genetic algorithm? :)

  2. All your base are belong to humans... by BenJCarter · · Score: 1

    I'd bet on human ingenuity vs generic build orders though. We learn build orders from each other and adapt far faster to disruptive tactics than any AI can at this point. Of course we can't watch 15 flash points at once...

    --
    For in politics, as in religion, it is equally absurd to aim at making proselytes by fire and sword. - Publius
    1. Re:All your base are belong to humans... by cigawoot · · Score: 2, Insightful

      Exactly. An AI could win by exhibiting super-human micromanagement by engaging enemeies in several locations at once, diverting the attention of the human player. Unlike Chess, which is a turn-based game, Starcraft 2 is a real-time game. This gives people who can manage multiple conflicts at once while still pumping out units and maintaining their economy will prevail. An advanced AI would roflstomp a human. Blizzard's "Insane" AI for multiplayer still follows the rules of human skill. An AI bot designed to crush a human opponent would not limit itself like that.

    2. Re:All your base are belong to humans... by FrootLoops · · Score: 5, Insightful

      TFA's method is designed to optimize rush builds, where the goal (ex. 7 roaches ASAP) is specified by the human. It wouldn't work at all for longer games where you have to respond to your opponent, since then your goals depend on what they do. At best, I'd say this method (1) provides strong but inconclusive support for the quality of various opening builds; (2) might find better opening builds that are not commonly known to humans. (2) seems much less likely than (1). I wonder if a brute-force all-branches approach is actually possible or even better than a genetic algorithm. For the first few minutes of SC(2) you don't have many options, so the branches wouldn't become horrifically numerous until several minutes in.

      In any case, this method depends on humans to specify its goals and doesn't work in larger situations. I don't think there should be any concern about this type of AI beating "human ingenuity".

    3. Re:All your base are belong to humans... by Warma · · Score: 1

      This is misinformed. I also find it depressing that you think it would be possible to make an AI bot that would be able to crush a human opponent on equal footing.

      The AI in the game is extremely stupid, like every AI in every game ever made with the exception of chess. It is not designed to "follow human skill" or give a handicap. It simply does the absolute best it can, while also cheating like hell and getting double resources.

      The fact that even this is not nearly enough to beat a good human player is simply an indicator of the game's complexity and scope and the difficulty of building a proper AI in general.

    4. Re:All your base are belong to humans... by Entropius · · Score: 4, Interesting

      -1, Misinformed

      The AI does not get double resources (although on Very Hard and Insane it does get an extra amount, but not double), and it does not do the absolute best it can. I guarantee you that if given the source code I could improve it, by simply exploiting the hell out of its APM advantage. The reason is that the AI has imperfections designed in; it is designed to respond somewhat superficially like a human opponent and not exploit godly micro tricks that a 2000+ APM computer could use. Here are a few things to get started: roach burrow micro; hidden queens in overlords microing transfuse, perhaps on dancing mutalisks; blink micro tricks; rotating damaged infantry in and out of bunkers; thorship micro.

      Yes, making a proper strategic AI is very hard. But the included AI has a lot of room to improve in tactics, just by virtue of the ridiculous APM it can exploit.

    5. Re:All your base are belong to humans... by Anonymous Coward · · Score: 2, Informative

      In the developer commentary that comes with the Collector's Edition, the primary developer of the AI (and also Blizzard's primary engine developer) says that the only difference between the difficulty levels is how many queued "actions" are allowed to be executed per second. As the AI plays, it queues up orders it wants to perform and weights them accordingly. The AI does not cheat at all, and you can verify this by watching a replay of a game against a computer opponent.

    6. Re:All your base are belong to humans... by Warma · · Score: 2, Interesting

      That is actually very interesting and I did not know that. I assumed that the lack of micro arises from the computers' lack of positional awareness of the game state. Ie. the sense in transfusing with queens or burrowing with roaches heavily depends on the composition of the opposing army and whether he is focus firing, does he have detection available.

      In other words, the value of the micro tricks you mention is questionable in the sense, that could you build the AI to be able to routinely create situations where it would be able to exploit those heavily. The only one of your mentions, which I see being totally OP in actual combat situation is the ability to dodge incoming shots with blink stalkers.

    7. Re:All your base are belong to humans... by Anonymous Coward · · Score: 0

      Have you tried this though? The insane AI gets extra resources per worker return - try playing an insane AI and watch the resource collection rate graph by the end of it.

    8. Re:All your base are belong to humans... by fractoid · · Score: 3, Interesting

      I'd bet on human ingenuity vs generic build orders though. We learn build orders from each other and adapt far faster to disruptive tactics than any AI can at this point.

      You bet wrong. Build orders only influence the first few minutes of the game, but they set the economic foundation for the entire early and mid game. A strong build order will give an otherwise average player a huge advantage over similar level players with weaker build orders. That's why the first thing you should do when trying to become competitive at an RTS is research build orders (even if you create your own, you still need to research standard build orders to give yourself a benchmark to work towards).

      This reminds me of the old 'double hero rush' build that someone (madfrog?) came up with in Warcraft 3. By sacrificing a large portion of your early game economy you can buy your town hall upgrade much earlier than usual, leading to the ability to build two heroes very early in the game. Normally a build like that would be suicide but in the hands of a skilled player it became pretty strong.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    9. Re:All your base are belong to humans... by gman003 · · Score: 2, Interesting

      Very accurate, but I have a point to add. Game designers program the AI to act "fun". Sure, they could make it a devastatingly overpowered, mind-reading unstoppable juggernaut, but that's no fun. Quite often, the AI is deliberately programmed to make poor choices (often documented in comments as "artificial stupidity"), or to make less-than-optimum choices at least some of the time.

      I'm literally coding the AI for a small game in my other window, and I'm doing just this. The AI has an advantage in stats - particularly, higher magic abilities. I had originally coded it to exploit that advantage until its mana ran out. It was difficult to beat, but also very boring to beat, because it kept spamming one attack. I added a small check, so it only exploits that advantage 50% of the time. Otherwise, it goes on down to less-than-optimal options. It's a lot more interesting this way.

      Video games are designed to be fun, first and foremost. They will sacrifice realism, or difficulty, or almost anything, really, if it will the game more fun. If that means the AI can be beaten, so be it. The AI can't enjoy the game. The player can.

    10. Re:All your base are belong to humans... by PopeRatzo · · Score: 1

      This is misinformed. I also find it depressing that you think it would be possible to make an AI bot that would be able to crush a human opponent on equal footing.

      They do it in chess all the time. But of course, the number of "pieces" and "spaces" in chess is not as great as in Starcraft.

      --
      You are welcome on my lawn.
    11. Re:All your base are belong to humans... by Anonymous Coward · · Score: 0

      You could probably modify this system to both optimize for economy (needed for midgame), and opening power / defense (needed to protect against rushes).

      Of course, knowing that your opponent is rushing you is the first step to stopping their rush and crushing their underdeveloped economy.

    12. Re:All your base are belong to humans... by JTsyo · · Score: 2, Informative

      There was a story on Starcraft AI competions, they could defeat some people but not the pros.
      http://games.slashdot.org/article.pl?sid=10/10/15/1411228

    13. Re:All your base are belong to humans... by JTsyo · · Score: 1

      But if the human chose not to engage in multiple fronts and used his concentrated forces to defeat the AI in detail, there would be no chance for the AI. Int eh game there's 3 things to protect, your workers, you buildings (production/supply) and your units. You can use base defenses to hold off any harass on your base. If the AI splits it forces, you can just use your units to push into his base. Only issue would be if it could do more with a few units than the player can do with his whole force.

    14. Re:All your base are belong to humans... by Anonymous Coward · · Score: 0

      If the brute-force all-branches approach is possible, then it'll be as good or better than the genetic algorithm. Genetic algorithms can miss some solutions.

    15. Re:All your base are belong to humans... by OeLeWaPpErKe · · Score: 1

      TFA's method is designed to optimize rush builds, where the goal (ex. 7 roaches ASAP) is specified by the human. It wouldn't work at all for longer games where you have to respond to your opponent, since then your goals depend on what they do.

      1. Open DNA instructions file
      2. add reactive instructions (preferably turing complete)
      3. evolve it (probably will need a few years of training, weeks at the very least ... but then again a human has to grow for 12 years, and evolve for 3 billion years if starting from zero before they will decently play strategic games, so for a program to do it in a few years is not bad at all)

      done/done

      Just to make the obvious point : evolutionary games with DNA can obviously work to defeat humans ... after all both animals and humans, both playing out their DNA, defeat humans all the time. Hell sometimes plants manage to get the best of a human.

      A brute force approach will ALWAYS beat a genetic one. The problem is that they're nearly always impossible (for even mildly interesting problems). The problem is that the searchspace is so absurdly large that you'd never be able to explore even tiny sections of it. Evaluating individual points is all you can hope for. A "genetic algorithm" is simply one way to select the points to evaluate.

      Genetic algorithms are not, for general problems, very good problem solvers. In essence the only property of learning algorithms, provided they're not horribly broken, is how fast they find solutions. Genetic algorithms are one of the very slowest general algorithms. The best ones are bayesian networks, if you want to know "what they're thinking", and neural networks (like your brain) if you just "want it done".

      (the difference is that a bayesian network will tell you WHY it's doing something, while the actions of a neural network cannot be derived in any way except confronting the network with problems and seeing what it does*, like a biologist might do. Neural networks, like the solar system, or climate, are chaotic.You cannot know what they'll do (long) before they do it. In a sense, determining the climate 100 years ahead is exactly the same problem as going to a hospital, picking a baby, and writing down their biography (before they actually age to live through the biography))

      * and yes, that means that you could duplicate a human mind, have a computer "run the real world" faster than realtime and then predict in that way. The question, of course, will be if you have missed any important details. The mathematical problem is that there are infinite amounts of important details, thereby of course guaranteeing that you'll miss at least a few. This means that once you start attempting to predict human behavior, solar system movements, or the climate more than a few days out, you'll most likely be completely off.

    16. Re:All your base are belong to humans... by Anonymous Coward · · Score: 0

      You never played "insane" level then. The AI won't even scout you at that level and will always come with the right composition of units.

    17. Re:All your base are belong to humans... by ultranova · · Score: 1

      It was difficult to beat, but also very boring to beat, because it kept spamming one attack. I added a small check, so it only exploits that advantage 50% of the time. Otherwise, it goes on down to less-than-optimal options. It's a lot more interesting this way.

      Of course, if simply spamming a single attack is the optimal strategy, then I'd predict that the game gets really boring really soon. After all, human players don't pull their punches.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    18. Re:All your base are belong to humans... by HeckRuler · · Score: 1

      I find it depressing that you're unaware of the strengths and weaknesses of AI and simply assume that a good human player will defeat one. And that complexity and scope somehow help with that.

    19. Re:All your base are belong to humans... by Anonymous Coward · · Score: 0

      Actually, it does now. Very Hard and Insane both have extended vision to counter some of the early rush tactics. Don't believe me? Try and build a pylon anywhere in a insane opponent's base. You can hide from all of their buildings, and all of their probes, and you'll still get worker rushed as soon as you start warping a pylon in.

    20. Re:All your base are belong to humans... by ultranova · · Score: 1

      the difference is that a bayesian network will tell you WHY it's doing something, while the actions of a neural network cannot be derived in any way except confronting the network with problems and seeing what it does*, like a biologist might do.

      Based on Wikipedia, Bayesian network seems to be a partially connected neural net that uses slightly different terminology ("output value" rather than "probability of the variable represented by the node") and names its nodes.

      The mathematical problem is that there are infinite amounts of important details, thereby of course guaranteeing that you'll miss at least a few.

      Actually, this guarantees that you miss almost all of them.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    21. Re:All your base are belong to humans... by OneManArmy666 · · Score: 1

      The AI can be absolutely improved, there are two reasons I can see why Blizzard didn't do it: 1. These micro APM may require computational power that would seriously downgrade the speed of the game at specific points in time (it looks computationally simple but it's not), which would result in "hick-ups" in the game and would hence be unacceptable. 2. You could NEVER hope to win against that kind of AI so nobody would play against it - unless you think it's possible to achieve 2000+ APM by sheer practicing :-) Talking of the APM, I saw an interview with one super-pro Korean in SC, he said lower 300's is the absolute top that human can achieve in average. He had tried everything to increase his APM - from various arm exercises to keeping his arms in sand for hours, but in the end, I quote him: "steady and persistent training seems to be the only way to increase your APM".

    22. Re:All your base are belong to humans... by flabordec · · Score: 1

      When teaching chess Josh Waitzkin always put a lot of focus on the endgame and understanding the strengths of every piece, instead of memorizing openings. While it is true that a good opening will give you a good economic foundation for the rest of the game, a good understanding of counters and strategy or incredible reflexes in order to fight two battles at once would beat a good build order most of the time (for example: watch the first games of Boxer. He did not know openings as well as his opponents yet still outmatched them).

      --
      "I see undead people" Warcraft III - Necromancer
    23. Re:All your base are belong to humans... by cigawoot · · Score: 1

      An AI could do micromanagement way better then a human ever could. An AI isn't encumbered by physical limitations, only by the quality of the programming and the processing power behind the bot.

      The reason why an AI isn't that great in SC2 is because Blizzard's intention wasn't to make the bot able to crush humans. I bet you they could make a bot that crushes human players without violating the rules of the game, but what purpose would that serve for them?

    24. Re:All your base are belong to humans... by Entropius · · Score: 1

      Roach burrow micro isn't to exploit lack of detection (although it's really good in that case); it is to exploit the nutty healing rate of burrowed roaches. Protoss need either immortals or splash (colossi or storm) to kill mass roach. Immortals are too narrow, and with burrow to absorb splash damage you can mitigate it -- especially storm -- to a large degree.

      Another one is marine micro vs. banelings. With 1000 APM you can make stimrines essentially not countered by banelings any more, which opens the door to abusing TvZ.

    25. Re:All your base are belong to humans... by fractoid · · Score: 2, Interesting

      I would contend that the early game in Starcraft is far more important than the early game in Chess. An early rush, if successful, practically guarantees a win.

      I'm not disputing that excellent micro and strategy mid-game is often a decisive factor. I'm just saying that, all else (skill, strategic ability etc) being equal, a player with a good build order will have a strong advantage over a player with weak or no build order.

      (Also, I must confess to being a bit of a Boxer fan. It's precisely his incredible micro and mid- to late-game strategy that make his games so interesting to me. Did you see that game where he took down half a dozen Carriers with about 20 stimmed marines? :) )

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    26. Re:All your base are belong to humans... by flabordec · · Score: 1

      Agreed, all else being equal a good build order will have a strong advantage. But the same thing could be said of a number of other things (all else being equal knowing the keyboard shortcuts will give you a strong advantage).

      I have not seen that game, but I will look for it, thanks :)

      --
      "I see undead people" Warcraft III - Necromancer
    27. Re:All your base are belong to humans... by OeLeWaPpErKe · · Score: 1

      Based on Wikipedia [wikipedia.org], Bayesian network seems to be a partially connected neural net that uses slightly different terminology ("output value" rather than "probability of the variable represented by the node") and names its nodes.

      Well a bayesian network can give you a set of events it's seen before and "blame" it's decision on that.

      E.g. if you have a spamfilter (typical bayesian application) and it keeps either flagging something legit as spam, you can ask the network "tell me WHY you're doing this" and it will give you a list, roughly like so :

      The decision is based on :
      0.0292% this mail, classified as not-spam
      0.282% that example mail, classified as spam
      0.7288% another mail, classified as <X>
      73% this mail, classified as spam

      This can then be used to change the offending input (e.g. say "this mail" was incorrectly classified as spam), and the network can be reconstructed, generally for the better.

      (this obviously needs to be implemented, but at least it's theoretically constructible).

      There is no feasible equivalent for neural networks, due to the fact that a neural network generally "lives through" a large set of training examples (this is a strength, as it can for example, adapt itself to new forms of spam without human interference. A neural net AI can adapt to new tactics without anyone teaching it).

      In a sense a bayesian network is like those old classification books. You remember them ?

      IF the flower has red lines near it's roots, GOTO page 128
      IF ...

      You know, the thick volumes. It is possible to "see" what they're doing, even if you'll have to become a monk and retire from the world, studying the subject for years, if dealing with any reasonably-sized bayesian network. But it is possible to see what is happening. (even if looking at it's examples is much easier)

      You have neither options with neural networks (even in general, it's very very hard. For continuous-valued recurrent neural networks it's beyond hopeless. Humans are continuous recurrent neural networks : you can't make a model of a human mind that is simpler than the human mind was in the first place*). They're chaotic. The only way to see what they'd to given some input, is to give that input to them. A human mind is as complex as climate or planetary movements, absolutely impossible to predict except in the most absurd simple cases.

      * this of course means, that if you ask yourself what someone else will do, you can't reliably predict that at all

    28. Re:All your base are belong to humans... by ultranova · · Score: 1

      You have neither options with neural networks (even in general, it's very very hard. For continuous-valued recurrent neural networks it's beyond hopeless.

      Hardly. Each node/neuron resembles the output of its inputs, and with recurrent neural networks some inputs are simply an earlier state of the same system. For example, human vision system has neurons that recognize "there's an edge here", higher-level ones that recognize geometric shapes based on edges, yet higher ones that recognize things like faces, etc.

      In fact, in the case of feed-forward neural networks, it's simple to understand them: just look at connection strengths to see what input features each neuron in the first layer sums up, then look at how the neurons connected to them sum up those summaries, and continue all the way to the final decision. Recurrent networks are slightly more complex, since you have to consider how previous states influence decisions, but they're hardly "hopeless".

      Of course, we could argue over the semantics of what's meant by "understanding" here, but the fact remains that you can both explain why a given neural net made a particular decision, and also how it should be altered to alter the decision (which is what learning algorithms for neural nets do).

      Humans are continuous recurrent neural networks : you can't make a model of a human mind that is simpler than the human mind was in the first place*).

      ...So? "You can't capture every last detail if you leave something out" is true for everything from humans to ants to rocks, and not very relevant.

      They're chaotic. The only way to see what they'd to given some input, is to give that input to them. A human mind is as complex as climate or planetary movements, absolutely impossible to predict except in the most absurd simple cases.

      And yet most humans have no problem predicting how some other people might react.

      * this of course means, that if you ask yourself what someone else will do, you can't reliably predict that at all

      Yes, I can, and in fact do all the time. So do others. Human society would collapse pretty fast if you were right.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    29. Re:All your base are belong to humans... by OeLeWaPpErKe · · Score: 1

      In fact, in the case of feed-forward neural networks, it's simple to understand them: just look at connection strengths to see what input features each neuron in the first layer sums up, then look at how the neurons connected to them sum up those summaries, and continue all the way to the final decision. Recurrent networks are slightly more complex, since you have to consider how previous states influence decisions, but they're hardly "hopeless".

      That's great and all, but unless we're talking 2, or absolute max 3 layers, you won't be able to make sense of the information. You can only study them like a biologist would : put them in a cage, see what they do, and hope against hope that you haven't missed a special case. And for any marginally interesting neural net, you WILL miss special cases.

      I'm not saying that it's impossible to determine what a recurrent neural network will do for a given input (or even a reasonably sized normal one), but the only way to do it is to follow the normal calculating procedure.

      In other words, if I wanted to predict what you'd do in any non-trivial situation, and I had the full layout of your brain, you might think I could predict what you'd do. That's wrong.

      But the only way to determine that is to create a virtual world, so detailed and accurate that you won't find it in any way strange, then create a virtual body for you in that world, and put your exact brain in it, stimulating it exactly as it would be stimulated in the real world, and then see what happens. The problem is the feasability of actually doing this.

      And the chaotic part is that I cannot see the "components" of your behavior, for there are none. Like the movement of the planets : sure one can predict their movement. There are just 2 "details" :
      1) huge events, like the moon flying away from the earth, at a moment's notice, and we wouldn't see them coming, because we failed to predict a tiny little event today. If a comet, big enough to deflect the moon (plenty of those around), were to smash through the asteroid belt and change course today, we might notice it tomorrow (if we're lucky) and before sunday comes round the damage would be done.
      2) you need to know every last tiny little detail, or your simulation will be so far off it's not even recognizable after ridiculously short amounts of time.

      The same goes for the climate. If I can't predict the exact numbers coming out of the lotto tomorrow, I can't predict how temperature will evolve on earth, even over the course of a few weeks (actually 3 days is usually taken as the "believability limit". Well, unless you mention the words 'climate change', when everyone freezes up, bends his mouth to political acceptability and states that 100 years is no problem anymore, and anyone who claims different is a terrorist planet-killing racist.

      You need every last unimportant and ridiculous detail to predict what a neural network will do. What you're alluding to is that we can construct virtual worlds where "every last unimportant and ridiculous detail" is a tiny little bit of information. But that won't tell you what a neural net will do in the "real world", which is what you really want to know.

      This is what's meant with you can't predict what neural networks will do : you cannot usefully predict what even simple neural nets will do when confronted with a non-trivial world.

      With bayesian networks you have other options, and you can predict what they'll do perfectly well. They will not surprise you, they will not try wildly different options from the ones they saw during training, like (any interesting) neural net will do.

      And your criticism of this, that you can construct worlds that are so extremely uninteresting that you can simply run them accurately in your mind, is of course true. It is, in my opinion, beside the point.

      "You can't capture every last detail if you leave something out" is true for everything from humans to ants to rocks, and not very

    30. Re:All your base are belong to humans... by FrootLoops · · Score: 1

      Yes; sorry, I misspoke. By "I wonder if a brute-force all-branches approach is actually possible or even better than a genetic algorithm", I actually had in mind a system culling branches from the full brute-force approach in the case that it's not possible to try all possibilities. Optimality would be sacrificed for practicality in some manner, and I don't know which algorithm--"most branches" or the GA--would be better. But, the way I said this was unclear.

    31. Re:All your base are belong to humans... by Dutch+Gun · · Score: 1

      Yep, I'd mostly agree with that assessment. I've worked on a number of AI systems for professionally released games... among them, roaming deer for a hunting simulation, bots for a shooter, bots for a 2d brawling game, etc. There are some things that a computer AI can do very, very easily, and some things that humans are far better at - at least in a real-time environment.

      For the brawling game, as one example, my co-worker and I discovered that the simplest way to scale the difficulty was to delay reaction time. However, without cheating at all, we couldn't program the AI to be as good as a good human player despite our best efforts. The problems of basic navigation planning and situational awareness (we had very complex environments to navigate) are vastly more complex than most people give credit for. Most of all, humans are really good at instantly adapting, and this is something that most AI systems are still fairly bad at. Also, it's also the kind of thing that's really easy to talk about and describe, but hard to actually implement in an actual, honest-to-god game that has real constraints, such as a shipping date and CPU budgets (it's gotten easier lately with modern multi-core processors, but there were some serious challenges writing AI on a PS2).

      In the case of the shooter, the thing I had to tone down was, of course, the bot's accuracy. I solved that issue by putting a target attached to a virtual spring on the player. The aim vector was affected by these springs, so sudden, unpredictable motion would tend to throw off the aim similar to a human. The human still had a vast advantage in navigation (our game had jumpjets, which were a nightmare to code the AI to use correctly).

      Oh, and in all the games I've worked on, one of the most important parts of the AI is to leave a small amount of randomization in the system. Nothing fools the player into thinking there's some deep, sophisticated AI than the occasional random decision that just happens to work out brilliantly. It can work the other way as well, so you have to constrain it, of course.

      I haven't worked on an RTS AI, but I'd imagine that true tactical awareness is an incredibly difficulty thing to code for such a system. I'll agree with you: I'd imagine the Blizzard AI coders made deliberate decisions to have the AI play as close to humans as possible, not taking advantage of key elements, such as parallelism or raw speed. That sort of computer advantage just isn't fun to compete against.

      --
      Irony: Agile development has too much intertia to be abandoned now.
  3. Re:Does anyone else find the summary comprehensibl by rsborg · · Score: 1

    Makes sense to me... do you know Starcraft or RTS's in general?

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  4. This is the road to doom by Arancaytar · · Score: 0

    If this continues, SkyNet will rise and take domination of all multi-player strategy games. What are we going to play then?

    1. Re:This is the road to doom by Denihil · · Score: 1

      "insane" difficulty bots, i would imagine.

      --
      WÌÌfÍ--ÍSÌÒÍ...Í...ÌHÌÍfÍÍÍ--ÍÍÍ
    2. Re:This is the road to doom by Hognoxious · · Score: 3, Funny

      Nothing, because the only way to win is not to play.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    3. Re:This is the road to doom by fractoid · · Score: 1

      Nothing, because the only way to win is not to play.

      Unlike Blizzard's other popular game, where the only way to play is not to work...

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  5. On the subject of games by contra_mundi · · Score: 2, Interesting

    I'd like to see a game that isn't a click-fest, but still would offer some action and nice visuals. Something with the gameplay involving giving orders to partially autonomous troops. After giving orders, you could watch and see how they fare and perhaps give some further orders, maybe with some possible penalty incurred for breaking radio silence. Or in the setting of a Total War type of game, there could be a limited number messengers who would take time to reach the troops and even have a chance to fail in delivering your orders.

    Still, it's nice to see geeks ruining games that can be dominated by simply knowing the best build order. ;)

    1. Re:On the subject of games by Anonymous Coward · · Score: 0

      "can be dominated by simply knowing the best build order"

      If you think that's the case for StarCraft 2, you'll get worked at your ideal game as well. Also fruitdealer attempted the "optimal" build as found in this program and it gave no advantage vs his particular opponent.

    2. Re:On the subject of games by Iftekhar25 · · Score: 4, Interesting

      Well, to be fair there's a lot more to SC2 than just build-orders. :-) Build orders are mainly concerned with the "macro" aspect of SC2 gameplay, which is base management and economy, and they're also relevant only in the opening. Everything past the 7 or 8-minute mark is beyond build orders. Good micro (unit-level manipulation of movement and actions), harassment of workers, and timed expansions all kick in after that point, and those become the difference between winning a game and losing a game.

      Also, there is an element of "good practices" in SC2. Rushes, especially "all-in" rushes (referred to by TFA) are generally considered bad practice. Beating your opponent every time is cool, but this is usually indicative of a game imbalance that Blizzard will probably patch at some point down the line, at which point you'll rapidly fall in the leagues as you lose to high-level players clued in on countering that or who simply have the good practices to beat it (like early scouting, etc.).

      The other (more important) factor is that a gamer specializing in an all-in rush deteriorates his/her gameplay, because he won't have the variety to compensate for a failure of that rush. A rush usually means a sacrifice of something or the other (the tight game-mechanics of an SC2 opening means there's always an opportunity cost; to get that extra army, your economy suffers, or to get those extra resource-collectors, your army will be smaller). All-in rushes, and rushes in general sacrifice some thing or the other which a good opponent can exploit if he/she manages to push back the rush. Someone over-playing one tactic will lack the skills to compensate for its failure, so varying one's game by mastering different build-orders and plays is the better way to do this (if slower).

    3. Re:On the subject of games by Warma · · Score: 1

      There actually is games like that, and has been for quite a while. Oldie strategy games like VGA Planets, which did not have a realtime component at all, had autonomously fought, crudely simulated battles. More modern Play-By-E-Mail -strategy games like Dominions also do this, but include more simulation and a lot more complexity.

      Gratuitous Space Battles, on the other hand, is a yet more recent game consisting of nothing but pre-programmed battles on custom-built space ships. Haven't played that, though.

      http://www.shrapnelgames.com/Illwinter/DOM3/DOM3_page.html
      http://www.positech.co.uk/gratuitousspacebattles/

    4. Re:On the subject of games by thygrrr · · Score: 4, Informative

      You have three choices (assuming the Total War series cannot be counted as viable Multi Player choices)

      More Strategic: R.U.S.E (awesome visuals, very autonomous units, very indirect control)
      More Direct: Supreme Commander - Forged Alliance (decent visuals, unprecedented scope of war and great control over your units)
      More StarCrafty: Supreme Commander 2 (think ugly Starcraft with the ability to fully zoom out)

    5. Re:On the subject of games by Xentan · · Score: 0

      Like chess is ruined by people learning the best openings and their counters?

    6. Re:On the subject of games by Gibbs-Duhem · · Score: 2, Informative

      A recent game like that is called Globulation 2 (Linux, not sure about other platforms). Instead of telling unit X to do task Y, you say "I want task Y done, with as close to N units working on it as possible." and the AI for your team does its best to fulfill your requests. If you ask for impossible things (say, building 20 buildings, each with 10 units, while you only have 100 units), it instead prioritizes as well as it can based on available resources and location of units. You can also script your own AI if you like, they have a large group of people that work hard on making the AI as strong as possible by trying to script their own winning strategies. It's sort of a modern extension of the ancient game "Simant" where you could put down smells and the ants would respond accordingly without individual control. You paint areas you want scouted (or not), and the scouts go and check it out. You paint areas where you want defenders, and your defenders are allocated as well as possible.

      My primary complaint was the lack of diversity in the game. Only three unit types, which could be upgraded along only a single path, and maybe a half dozen or a dozen building types. It was really entertaining until I solved the game to my satisfaction, and I haven't really played since. A fork with more types of units might be a serious contender for best game on Linux.

    7. Re:On the subject of games by Redlazer · · Score: 1

      Supreme Commander 2 is this for me.

      --
      Guns don't kill people, "with glowing hearts" kills people.
    8. Re:On the subject of games by Seumas · · Score: 1

      I couldn't agree more. I've been looking forward to StarCraft 2. I pre-ordered it and installed it and played through most of the single player. I figured I'd be living on the multiplayer for years. In truth, I have yet to play a single game online. Perhaps part of it is just that I'm getting older (thirties, now) . . . but I suddenly find the whole "game ends in three minutes and you can tell who is going to lose, often, in the first ten seconds". It's not just Star Craft, though. There are a lot of games that I also find off-putting, because they devolve into exactly what this article describes. The knowledge that there is one perfect chain of actions you should take and the entire point of the game is to take those actions faster than the other guy. It takes the fun of discovery, surprise, variety out of it.

    9. Re:On the subject of games by Terrasque · · Score: 1

      The indie game AI War might be similar to what you're looking for. At least it focus a lot more on strategy than clicking.

      Try the demo, see if it's something you like :)

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    10. Re:On the subject of games by Pinckney · · Score: 1

      Try Combat Mission, though the troops can require a lot of manual pathfinding. Simultaneous turns (RT optional in the latest).

    11. Re:On the subject of games by mrtonic · · Score: 1

      Just a warning though, the AI in this game will quite happily shaft you if you give it the chance. Its brutal, especially at higher levels.

    12. Re:On the subject of games by gmueckl · · Score: 1

      Then you might be interested in Majesty and Majesty 2, strategy games in which your units are totally autonomous. You control them by giving them monetary incentives and sometimes helping them out with magic (which also costs money). Each type of unit also has its own character in addition to strengths and weaknesses, so they react differently to your incentives. It's quite fun to play actually and not that high on actions per minute.

      --
      http://www.moonlight3d.eu/
    13. Re:On the subject of games by azaris · · Score: 1

      I'd like to see a game that isn't a click-fest, but still would offer some action and nice visuals. Something with the gameplay involving giving orders to partially autonomous troops. After giving orders, you could watch and see how they fare and perhaps give some further orders, maybe with some possible penalty incurred for breaking radio silence. Or in the setting of a Total War type of game, there could be a limited number messengers who would take time to reach the troops and even have a chance to fail in delivering your orders.

      Scourge of War: Gettysburg and its predecessors Take Command: 2nd Manassas and Take Command: Bull Run pretty much work that way. The graphics are dated (think Medieval: TW quality) but functional enough, the gameplay fairly slow and meticulous. Most battles start with 5-20 minutes of maneuvering into attack positions, after which you order your divisions/brigades their set targets and watch them march into the fray. If and when things start looking bad you start to micromanage individual batteries and regiments. That's when it gets really hectic and interesting. Or you can play Empire: TW and watch the beautifully rendered but historically ridiculously inaccruate soldiers run up and down mountains on a tiny battlefield while being bombarded by overpowered artillery.

    14. Re:On the subject of games by contra_mundi · · Score: 1

      I've tried Supreme Commander before and it certainly catered more to my interests than StarCraft 2. R.US.E seems interesting, I'll be looking at that one later.

      Obviosly I can't reply to every suggestion, and many of them are new and interesting, so I'll just do this once: Thanks everyone!

    15. Re:On the subject of games by JohnFluxx · · Score: 1

      I don't know if you're being sarcastic, but it is for me.

      This is true even for the game Go, where it's dominated up to 1st Dan by memorising as many opening and counters as possible.

    16. Re:On the subject of games by TheKidWho · · Score: 1

      Must just be you, I get into plenty of 30+ minute long games. (In diamond league for 1v1-4v4)

    17. Re:On the subject of games by Anonymous Coward · · Score: 0

      This seems unlikely to be true for go. If rote memorization was all that's required for shodan then it would be trivial to produce a shodan player AI. As it stands that does not appear to be the case. I play at around the 10k level and a frequently play ranked bots on KGS. As it stands there aren't many above 4k.

    18. Re:On the subject of games by Anonymous Coward · · Score: 0

      Knowing the best build order, usually, means being a better player and trying to go for a build that counters your opponents'. Your opponent can adjust his build accordingly and respond. You don't just win by having a single good build order, you need many of them for different maps and matchups, and it's not the only factor that will make you win or lose.

    19. Re:On the subject of games by tibman · · Score: 1

      I'll second this. I recently played Majesty 2 and had a great time. Though it can be frustrating with upper level heroes.. they don't respond to small bounties.

      --
      http://soylentnews.org/~tibman
    20. Re:On the subject of games by Anonymous Coward · · Score: 0

      You could look into "Gratuitous Space Battles". You pick the starting units, formations, and combat preferences, then the AI does the rest.

    21. Re:On the subject of games by JTsyo · · Score: 1

      More of a tower defense game than RTS. You try to setup your ships to counter the fleet you face.

    22. Re:On the subject of games by MorpheousMarty · · Score: 1

      More StarCrafty: Supreme Commander 2 (think ugly Starcraft with the ability to fully zoom out)

      Supreme Commaner 2 is a bastardization of the franchise (which started with Total Annihilation). I would recommended the original Supreme Commander if you want a great alternative to the Starcraft style RTS. Be forewarned, the learning curve is very steep. In exchange you have an RTS where every bullet, every laser, every unit/building exploding is physically modeled in real time in game. Where Starcraft has upper high and low ground, things like a gently sloping hill will effect battles in Supreme Commander. Even the time it takes a shot to travel in the air is relevant, as faster units will simply move too fast for artillery (lasers will usually hit their mark but have limited range). I just wish this game was available on Steam like the sequel is.

    23. Re:On the subject of games by redJag · · Score: 1

      No, *you* get off *my* lawn! Do you think SC2 is somehow different than the original in this regard? The game is not simple enough for it to even be possible to make a perfect chain of actions. There is human error and 90% of the player base doesn't care to read about genetic algorithms. In the case that an easy-to-copy build comes up like this 7 roach rush, Blizzard will patch it so roaches take longer to build or move a little slower. You're just getting older and gaming in general can lose its appeal. Games are still fun, don't doubt it ;)

    24. Re:On the subject of games by Raenex · · Score: 1

      In truth, I have yet to play a single game online. Perhaps part of it is just that I'm getting older (thirties, now) . . . but I suddenly find the whole "game ends in three minutes and you can tell who is going to lose, often, in the first ten seconds".

      You've never played an online game, but you're making false statements like this? Do yourself a favor and watch the casts of high-level games from HDstarcraft and HuskyStarcraft. Some of the end fast, but I'd say most are in the 10-20 minute range.

      The knowledge that there is one perfect chain of actions you should take and the entire point of the game is to take those actions faster than the other guy. It takes the fun of discovery, surprise, variety out of it.

      That's pretty much true of any game. People who study it and practice at it will become experts and discover a set of strategies. If you want to avoid that, then don't learn from expert advice and discover them on your own.

    25. Re:On the subject of games by FFOMelchior · · Score: 1

      Still, it's nice to see geeks ruining games that can be dominated by simply knowing the best build order. ;)

      Just like chess is ruined by people that memorize openings?

    26. Re:On the subject of games by SleazyRidr · · Score: 1

      I once played a 3rd person shooter called Gunlok. It had an active pause mode, where you could pause your game, give your guy a set of orders and then he does it.

      Since then I've wished every RTS I've played has had that feature. When you see the enemy approaching you just slip into active pause, give all your guys their defensive orders, and then you just need to react to the outcomes of each battle rather than trying to keep everything straight right from the start.

    27. Re:On the subject of games by Coryoth · · Score: 2, Interesting

      If you read through some of the forum posts linked in the article you'll see that after not too long he encountered protoss players who easily countered his rush based on scouting and knowing what sorts of things to do. In this case the right thing to do is see that there are no zerglings out, so whack down a forge and at the last minute warp in some cannons behind a building wall. That pretty much stops the rush dead, at little cost to the protoss economy, while the rushing zerg has little left, with the cannons not arriving till he was committed to the rush and thus lost all his units. It will not be long before this sort of obvious counter becomes well known and the rush will become completely ineffective.

    28. Re:On the subject of games by piddlepiddle · · Score: 1

      Your first paragraph is pretty much spot-on, but the meta-game behind these builds is actually more complicated. E.g. as judged by the community, "rush" strategies are no less legitimate than "standard" play and a good player will be able to execute and defend against both types of play.

      Within the SC community, the term 'cheese' is used for these kinds of non-standard or "all-in" build orders that anticipate an early end to the game. A good parallell to draw would be the QB sneak in American football. When an offense intends to use this tactic, they are intentionally disregarding everything they've invested in the QB's throwing arm, wide receivers and running backs whose job is usually to advance the ball after receiving it from the QB. The tactic works because the defense is caught unprepared, deceived into preparing for a more elaborate play which never materializes.

      Mastery of the cheese / QB sneak is worthless if that's all the player / offense is capable of doing, because eventually the defense / other players will catch on and stop it every single time. However, as part of a balanced repertoire of strategies it can be very useful, keeping the opposition on their toes and making the player much less predictable. Interestingly, very fast economy builds which completely sacrifice early-game army are also considered 'cheese' because, like the all-in rush, their only hope for success is when the opponent does not expect them.

    29. Re:On the subject of games by contra_mundi · · Score: 1

      A player two hours of gameplay under his belt doesn't have a chance against another player who likewise has played SC2 for two hours, but who happens to know, for example, this 7RR trick from TFA.

      Is this analogous to chess? Can memorizing a single opening render as big an advantage in chess?

    30. Re:On the subject of games by Anonymous Coward · · Score: 0

      All this build order does it lets you get 7 roaches fast. Any good player will scout this and react accordingly.

      In other words if you're opening strategy used to be:

      I'm going to not do ANYTHING except get 7 roaches REALLY fast and then attack.

      Well, then you now have an optimal way of doing it.

      Unfortunately that doesn't mean you will win. It just means you'll have 7 roaches really fast and then you'll attack.

    31. Re:On the subject of games by Nalgas+D.+Lemur · · Score: 1

      AI War is a great game, and it's definitely a lot more toward the "large-scale strategy" side of things than the "clicky micromanagement" end. I don't know if the demo or tutorials are any better than they used to be, but when I started they barely even gave a sense of how the game worked and mostly just managed to explain what some of the most important buttons/keys did. The learning curve can be kind of brutal, and I find it a lot more fun with other people than in single-player, but I'm very happy I put up with it after my initial ambivalent reaction.

      With a group of ~5 of us playing usually one night a week, it's a great time, especially far enough into a campaign when we're plotting ridiculous schemes over Skype, then watching them somehow successfully unfold with several thousand units in an enormous life-or-death battle on three fronts...which happens to be a distraction/sacrifice to slip a few hundred ships through to a particular location, which themselves are just a diversion/escort for a handful of raid ships taking out a single, high-value target. And stuff like that happens almost every week. It's awesome even when it doesn't work and we lose horribly, just because of the sheer scale of things you don't see much of in most other games.

    32. Re:On the subject of games by Iftekhar25 · · Score: 1

      I agree, rushes and cheese are perfectly legitimate strategies. Supremely annoying, but legitimate. :-)

  6. Re:Does anyone else find the summary comprehensibl by cgenman · · Score: 2, Informative

    The entire summary is devoted to explaining what a genetic algorithm is, though I'm not convinced this is a particularly "genetic" genetic algorithm.

    I've known this technique to be used frequently in game development. It sounds like someone is using it to find good opening gambits in Starcraft. I say "good", because generational algorithms can frequently find "local" optimal solutions, whereas there may be better solutions further away from your breeding start point. You're just never sure you've found the best solution.

    The actual interesting points come in the details of the strategies the program found, but those are only really of interest to Starcraft nerds.

  7. Re:Does anyone find Slashdot usefull anymore? by Shikaku · · Score: 1

    All work and no play makes Jack a dull boy.

    Lighten up.

  8. Maybe, just maybe... by John+Pfeiffer · · Score: 1, Insightful

    Who knows, with the help of this kind of technology, maybe I can play against Koreans without BEING HORRIBLY MURDERED! (Until they start doing it, at which point we're all proper-fucked.)

    --

    Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*
    1. Re:Maybe, just maybe... by bonch · · Score: 1

      If you want to beat Koreans, you need to sit in front of your computer 10 hours a day doing nothing else but playing Starcraft, like in the professional Korean burnout camps. After you beat them, you'll finally get to play!

    2. Re:Maybe, just maybe... by John+Pfeiffer · · Score: 1

      Aaaaaand this is why I stick to things I can actually play...like FPSs and 20 year old arcade fighting games...

      --

      Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*
    3. Re:Maybe, just maybe... by Anonymous Coward · · Score: 0

      Trust me, that doest work I tried it for a week with no exceptional results...

    4. Re:Maybe, just maybe... by antdude · · Score: 1

      This old 46.75 minutes National Geographic documentary talked about cybergaming competition on http://educatedearth.net/video.php?id=4164 ... It was interesting. They play a lot. :(

      --
      Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
    5. Re:Maybe, just maybe... by Anonymous Coward · · Score: 0

      Even on the Korean servers you wouldn't have a problem. The match making system in StarCraft II is amazing. No matter how good or bad you are, be you casual or hard core, you'll win around 50% of your games and lose around 50% of your games, and over 90% of your games will be close, win or lose. Just because they dominate the GSL and have more Pro Gamers does not mean that they don't have casual and mediocre players as well. The match making system isn't going to pit you against Fruit Dealer just because you're playing on a Korean server.

    6. Re:Maybe, just maybe... by Anonymous Coward · · Score: 0

      Starcraft 2 campaign has one of those too.

  9. This is why I hate the RTS genre by Anonymous Coward · · Score: 2, Insightful

    Traditional RTSes are all about memorizing the optimal build order (which apparently can now be calculated via an algorithm, removing the player almost entirely) and then being able to click really fast, and this is why I think it's a terrible genre. Hand-eye coordination should not even come into play in a game that calls itself a "strategy" game.

    There are exceptions--those that aren't traditional RTSes, but are more real-time tactical games that focus on maneuver, flanking, suppression, and other actual military tactics instead of gathering resources and base-building.

    The problem is that strategy is not inherently real-time and that too many people confuse tactics with strategy. The only games I've played that effectively combine the two are those that keep them completely separate, like the Total War series.

    1. Re:This is why I hate the RTS genre by Homburg · · Score: 2, Interesting

      I remember reading a review of one of the early RTS games that pointed out that they weren't so much strategy games as logistics games; the reviewer predicted the failure of the genre on the basis that everyone wants to play the general, they don't want to play the quartermaster. Obviously, he was wrong, and a lot of people do want to be the quartermaster; but he captured what I've always found so boring about RTSes.

    2. Re:This is why I hate the RTS genre by Lloyd_Bryant · · Score: 3, Insightful

      I remember reading a review of one of the early RTS games that pointed out that they weren't so much strategy games as logistics games; the reviewer predicted the failure of the genre on the basis that everyone wants to play the general, they don't want to play the quartermaster. Obviously, he was wrong, and a lot of people do want to be the quartermaster; but he captured what I've always found so boring about RTSes.

      What we call "strategy" in in fact mostly a matter of logistics - having a perfect tactical plan is worthless if you can't keep your troops supplied during the course of it. RTS games are generally just a simplified/idealized version of how things work in the real world.

      Amateurs study tactics, professionals study logistics

      (attributed to Gen. Omar Bradley)

      It sounds like what *you* want is a large-scale RTT (Real-time tactical) game, where all you have to worry about is deciding on which units to move and where to move them. Personally, I would consider *that* boring, as it removes a lot of the complexity that makes a good RTS challenging.

      --
      Don't tell me to get a life. I had one once. It sucked.
    3. Re:This is why I hate the RTS genre by moenoel · · Score: 5, Informative

      The fast and coordinated clicking stuff is only the first part of learning SC (II). Strategy comes after that.

      To (not literally) quote Sean 'day[9]' Plott: If you are interested in american football and want to play various tactics on the playfield, you first need to train your body. I.E. if you are a scrawny guy, with no muscles and stamina whatsoever, you can think about football tactics all you want, but you simply won't be able to execute them for lack of the basic requirements.

      Same goes for SC (II) and every (balanced) RTS in general. The *real* strategy part only comes into play, after the player mastered the basic mechanics of gameplay.

    4. Re:This is why I hate the RTS genre by DNS-and-BIND · · Score: 1

      What General Bradley did in WWII could hardly be described as "fun". The very word "amateur" means one who does it for the love of the task, while conversely "professional" means someone who does it for money. Logistics is a lot of hard work, and nobody does it without a full staff to assist. Indeed, logistics is well-known for its dryness and it is not something that anyone would do as recreation. It's essentially the same thing as keeping the shelves stocked in a grocery store.

      I played Starcraft, and don't remember any supply rules, other than the unit limit. Maybe they added beans & bullets tracking to SC2, I'll never know. I know a few freaks who like logistics games, and they say honestly their favorite game is Microsoft Excel.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    5. Re:This is why I hate the RTS genre by LordNacho · · Score: 1

      You're right about there being too much micro-management. Perhaps what is needed is a higher-level interface where you can pre-program some of your build/movement orders. That might make the game a bit less frantic. It could also make it a higher level of franticness...

    6. Re:This is why I hate the RTS genre by LongearedBat · · Score: 1

      It sounds like what *you* want is a large-scale RTT (Real-time tactical) game, where all you have to worry about is deciding on which units to move and where to move them. Personally, I would consider *that* boring, as it removes a lot of the complexity that makes a good RTS challenging.

      Actually, I quite enjoy the battles in the Total War series.

    7. Re:This is why I hate the RTS genre by Asmodae · · Score: 1

      What General Bradley did in WWII could hardly be described as "fun". The very word "amateur" means one who does it for the love of the task, while conversely "professional" means someone who does it for money. Logistics is a lot of hard work, and nobody does it without a full staff to assist. Indeed, logistics is well-known for its dryness and it is not something that anyone would do as recreation. It's essentially the same thing as keeping the shelves stocked in a grocery store.

      I played Starcraft, and don't remember any supply rules, other than the unit limit. Maybe they added beans & bullets tracking to SC2, I'll never know. I know a few freaks who like logistics games, and they say honestly their favorite game is Microsoft Excel.

      Are those freaks EvE-online players?

    8. Re:This is why I hate the RTS genre by jayme0227 · · Score: 1

      I'd argue that you're backwards, although I may be arguing the same point that you are but wording it differently. I'm not sure yet. Anyway, in order of importance, macro (economy management) comes first, then strategy, then tactics and micro (fast and coordinated clicking stuff) come together last. It really only takes about 45 APM (basically the level of most people who are are new to Starcraft, but not gaming in general) to get a strong macro going, and then you can start to focus on what units you want to attack with. For most players, they never get to the point where micro and tactics are anywhere near as important as having a strong economy and a good plan.

      To GP, the problem with your statement is you talk about "the optimal build order." In SC2, "the most optimal build order" only extends to a certain goal. Every build order has counters, which is why the tip-top pros often have several build orders that they use in each matchup. If an equally skilled opponent knows exactly what you are doing, there is no way you can win. That said, the article states the importance of build orders nicely: "no battle plan survives first contact with the enemy." Once you get an idea of what your enemy is doing, you have to adapt.

      --
      But then I realized the cable was blue, so I only gave it one star. I hate blue.
    9. Re:This is why I hate the RTS genre by flabordec · · Score: 1

      That is why I think programming is so dumb, it is just memorizing the optimal code to solve all problems in the universe and then being able to type really fast, no thinking involved at all.

      --
      "I see undead people" Warcraft III - Necromancer
    10. Re:This is why I hate the RTS genre by mr_mischief · · Score: 1

      A real general would have several officers responsible for certain parts of the theater of war or for certain types of tasks. I'd love a game where I could tell an AI colonel or major what his share of the troops should be doing, and then he tells the captains and lieutenants, and they have the sergeants oversee the men doing it.

  10. Avid SC2 Player... WANT by DoomSprinkles · · Score: 1

    I would love to have a tool like this to solidify the "Theorycraft" behind build orders in SC2 :) I mean, I've got my build orders down pretty good now, but that doesn't mean a genetic algorithm isn't ready to punch my face :)

  11. Re:Does anyone else find the summary comprehensibl by Anonymous Coward · · Score: 1, Informative

    Nah, mutations, multiple iterations and choosing good stop conditions will avoid getting caught in local minmums. This isn't hill climbing.

  12. And this is why I stopped playing SC. by Kenja · · Score: 2, Insightful

    No one just plays the dang game anymore. Its all about winning via pre-built key sequences.

    --

    "Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
    1. Re:And this is why I stopped playing SC. by rax313 · · Score: 1

      So SC2 or probably other RTS will be like chess now? with your choice of "building"/"opening" scenarios?

    2. Re:And this is why I stopped playing SC. by Anonymous Coward · · Score: 0

      it's been that way since war2 and before. I remember learning build orders from cases ladder players on war2+kali. Oh how fun that was, smashing face with bloodlusted ogres then dragons. Such a simple strategy, it normally lost to good micro of someone doing almost exactly the same thing (or worse, quick upgrade grunt rushing.)

      Star Craft build order discussion became a bit of a national past time in South Korea before the release of SC2, now that's the primary focus.

    3. Re:And this is why I stopped playing SC. by khchung · · Score: 4, Insightful

      No one just plays the dang game anymore. Its all about winning via pre-built key sequences.

      Yes, and nowadays football games are all about winning using pre-planned passes, and chess is all about memorizing opening moves. /sacarsm

      At your level when ppl are just learning how the game works, then, yes, a pre-planned built sequence can often win you the game. Much like a football team with well practiced passes can win low level games with little more than executing their practiced passes. Or beginning chess players can win games by playing from memorized opening moves.

      However, once you reached a higher level, then if you cannot adapt your strategies to the situation at hand, you WILL lose against opponents who can.

      This is the same with ANY competitive sports.

      Yes, that involves a lot of practice and hard work. Seems like you just never reached that level. (Neither did I, BTW). But you can see it in the pro-level SC games in Korea. How the players respond to the unexpected is what differentiates good and not so good players.

      --
      Oliver.
    4. Re:And this is why I stopped playing SC. by Anonymous Coward · · Score: 0

      Apparently you and everyone with mod points has never actually played SC2. There is a reason that KeyPressBot 5000 is not the top player in the world.

    5. Re:And this is why I stopped playing SC. by spottedkangaroo · · Score: 3, Insightful

      I think the point of your post is clear and correct. I'm not arguing that at all, but...

      Or beginning chess players can win games by playing from memorized opening moves.

      I don't actually play chess, but I know a few people who do. I think you actually have this backwards. You can get by playing the game at the low levels, but if you want to get advanced you need a really big library (of actual books) so you can memorize things. You have to get to the very very top to get back to playing.

      I'm not saying there isn't a lot of thinking and analysis going on, but it appears to me (from the outside and from comments from "expert" level players) that memorization is key to winning chess at the higher levels.

      Then again, I'm told (by an expert level player who hates this) that it can be hilarious to memorize archaic openings that nobody bothers with and using those as your opening, so you can hopefully get to a middle game that isn't memorized.

      --
      Imagine if you weren't allowed to use roads because a bus company complained about your driving 3 times. --skunkpussy
    6. Re:And this is why I stopped playing SC. by Anonymous Coward · · Score: 0

      Yes, and nowadays football games are all about winning using pre-planned passes, and chess is all about memorizing opening moves. /sacarsm

      Sarcasm? You're right. And of course, you're also totally missing the GP's point, which was that playing games used to be about having fun. Sure, there's always an element of competition, but can't you tell the difference between a friendly chess game between friends and tournament-style, perhaps even professional play?

      Or take Scrabble. There are "serious" players who will learn the official Scrabble dictionaries by heart, and there's players like my mum, who merely meets up with her friends once a week and plays a game or two as part of their coffee klatsch routine, for no other reason than that they enjoy it. There's still a winner there, too, but can't you see how it's different?

      Your entire post shows that you have totally missed this point. Reaching higher levels? Competitive sports? Hard work? Pro-level SC games? That is exactly what the GP is saying isn't fun anymore - for him, but also for many others. Don't let the fact that you'll typically only hear about chess players like Fischer and Kasparov and Kramnik fool you into thinking that no others exist, or that the vast majority of chess games is played by these pros.

    7. Re:And this is why I stopped playing SC. by StDoodle · · Score: 2, Interesting

      There is a go proverb that states "Learning joseki loses two stones strength" which would apply. (Joseki are "are generally agreed-upon sequences of play resulting in what is considered a fair outcome for both players.") The basic idea is that you'll handicap yourself out of learning why and how to respond to your opponent if you focus too much on standard patterns. It's generally accepted that you shouldn't spend too much time on joseki until your understanding of the game is at a level where you can actually analyze the moves in a joseki, understanding as you go WHY each move is the best in the situation and HOW it depends on other factors.

      http://senseis.xmp.net/?Joseki
      http://senseis.xmp.net/?LearningJosekiLosesTwoStonesStrength

    8. Re:And this is why I stopped playing SC. by brunes69 · · Score: 1

      The OP doesn't want to play SC as a "competitive sport". He wants to play it for fun. The difference is a backyard neighborhood weekly pick-up game vs. the NFL - it is night and day.

      The OP's PROBLEM is it is impossible to find that kind of game online anymore.

      This is why I stopped playing FPS's online. Games to me are a way to unwind for an hour or two a week. I don't consider myself any kind of champion and have no desire to be, I just want to have some fun.

      When everyone takes things too seriously it sucks the fun out of it for those who don't.

    9. Re:And this is why I stopped playing SC. by Missing.Matter · · Score: 1

      Even games old games were subject to this kind of scrutiny. I remember my grandmother telling me how she came up with a path in pac-man which if followed would maximize her points (she would get every ghost and every fruit for every level), since the behavior of the ghosts is deterministic. Honestly I feel going through that process takes what little fun there is to be had in pac-man.

    10. Re:And this is why I stopped playing SC. by murdocj · · Score: 3, Insightful

      it's been that way since war2 and before. I remember learning build orders from cases ladder players on war2+kali. Oh how fun that was, smashing face with bloodlusted ogres then dragons. Such a simple strategy, it normally lost to good micro of someone doing almost exactly the same thing (or worse, quick upgrade grunt rushing.)

      Star Craft build order discussion became a bit of a national past time in South Korea before the release of SC2, now that's the primary focus.

      I loved it in war2 when someone came at me with dragons. Dragons took forever to build. cost of a ton of gold, and were easy to kill. Took a little bit of micro but I was awful at micro and I managed to do it... a mage to slow them, a blizzard, and a couple of archers and they were dead.

    11. Re:And this is why I stopped playing SC. by khchung · · Score: 1

      I think you another the other poster misunderstood my point. The OP's point (as I understand) was memorizing build orders is the only way and sure way to win. My point is that while it helps at low level, it is not enough at high level play.

      Of course, it doesn't mean you don't memorize build orders at high level, it means that, like football passes and chess openings, the memorized build orders became part of your toolbox that you can use as the situation calls for it, and more importantly, recognize it when your opponent uses it.

      For example, if you are unfamiliar with the build orders your opponent's race, then the information you gained from scouting may be wasted, as you simply cannot understand what he is doing even though you see what buildings he has.

      So, in summary, build orders is something you need to remember to play at high level, and gives you great advantage at low level. But it is by no means "all there is" in SC/SC2 game play.

      --
      Oliver.
    12. Re:And this is why I stopped playing SC. by JTsyo · · Score: 1

      The ladder on bnet is based on skill so those that are not high level players will play against those that are closer to his skill level. There's always custom games too where you can just play against a friend and have house rules you want to follow.

    13. Re:And this is why I stopped playing SC. by AdamThor · · Score: 1

      I don't actually play chess, but I know a few people who do. I think you actually have this backwards. You can get by playing the game at the low levels, but if you want to get advanced you need a really big library (of actual books) so you can memorize things. You have to get to the very very top to get back to playing.

      People play Fischer Random Chess for this reason. SEE http://en.wikipedia.org/wiki/Chess960 It randomizes the order of the not-pawns (with some other rules) so that memorized routines can't be used. Bobby Fischer, chess super-badass, created it and thus I think we can say that it has merit. This illustrates that while those deriding this genetic algorithm development may be mere nancy-pants crybabies who can't be bothered to plumb the depths of the game and as such are routinely demolished, even the best players may find that overly mechanistic play can impede enjoyment.

      Thus, both the pro and anti scripted openings can be seen to have merit.

      --
      -- "Oh. This guy again."
    14. Re:And this is why I stopped playing SC. by netsavior · · Score: 1
    15. Re:And this is why I stopped playing SC. by netsavior · · Score: 1

      After years of playing SC1 (mostly LAN parties and co-op vs AI) and after murdering the campaign on "normal", getting the 1v7 instane AI achievements and the "outmatched hard AI" achievements, and even watching lots of pro level games... I played my 5 "ranked" 1v1 games
      it was hilarious and sad. I am rank 99 bronze (the lowest possible rank). I find it pretty funny that all this time I have been playing a completely different game from most of the people on bNet... I still love the game, but I don't play it the way other people seem to. I havenever been much of a player vs player kind of guy, I suck at it and it is not much fun; yet I love SC2, go figure.

    16. Re:And this is why I stopped playing SC. by Anonymous Coward · · Score: 0

      As a one-time serious chess player: You don't generally NEED to memorize openings; you can study the position, analyze it, and come up with a good line. But you'll eat up a whole lot of your time doing it. If you have the opening memorized you can "sprint" through it and use your time for the more complicated mid-game. So essentially you memorize openings because that's the part you CAN memorize.

    17. Re:And this is why I stopped playing SC. by spottedkangaroo · · Score: 1

      Wrong. I got your point. I was talking about chess. The key to winning at moderate and high levels is memorizing. Little else matters once you memorize enough. That is the problem that AdamThor is talking about below you.

      --
      Imagine if you weren't allowed to use roads because a bus company complained about your driving 3 times. --skunkpussy
  13. Re:Does anyone else find the summary comprehensibl by FrootLoops · · Score: 4, Interesting

    Yes, I find the summary comprehensible and know what a genetic algorithm is. I don't know what an explanation of genetic algorithms is doing in the summary, though. Linking the Wikipedia page would be much more effective, since so many readers get nothing out of this explanation (either they already know what a GA is and, like me, are annoyed at the minor waste of time, or they don't and a brief explanation isn't enough).

  14. Incredible! by Anonymous Coward · · Score: 0

    You mean an algorithm designed to compute the best possible path to achieve a result given known variables can ACTUALLY compute the best possible path to achieve a result given known variables? How amazing!

    1. Re:Incredible! by Anonymous Coward · · Score: 0

      Too jaded you are. If more people are introduced to the exciting world of multivariable optimization, that's good news!

  15. Re:Does anyone else find the summary comprehensibl by Com2Kid · · Score: 1

    Made sense to me. Granted lines from it are fail:

    In other words, have the most successful reproduce.

  16. Similar to Evolution Forge for SC1 by nickersonm · · Score: 1

    This isn't very surprising, given that similar things existed for StarCraft 1. Namely, "Evolution Forge". It is the first successful implementation for SC2 that I've heard of, though.

    However, through exploring SC1 build orders with Evolution Forge, I found that the mass of players manage to replicate the best build orders. I think this will likely be the case for SC2 as well - many man-years (or perhaps even man-centuries) have already gone into tweaking SC2 build orders, and human-tweaked schemes can be optimized for both speed and adaptability.

  17. Re:Does anyone else find the summary comprehensibl by Anonymous Coward · · Score: 0

    From what I gather, it's equivalent to a computer brute forcing its way to play chess. Only, unlike chess where it literally would go through all potential moves, SC2 only allows to those build orders previously entered into the program.

    So it can't really decide new build orders, it just tells you which build order of those inputted are the most likely to succeed. And I guess does them?

  18. This is why, if I get SC2 by Nursie · · Score: 3, Insightful

    If I get SC2 I'll play the single player campaign only.

    I'm really not interested in being pwned by someone who has a bunch of rush tactics memorised, let alone someone who's used genetic algorithms to optimise their deployment/build strategy.

    1. Re:This is why, if I get SC2 by Warma · · Score: 5, Insightful

      A lot of people seem to complain about this and especially about the realtime requirement in strategy, but the truth is that in addition to the kind of economically suboptimal rush build orders you seem to hate, there are strategies designed to securely carry you into the midgame, where the opponent no longer benefits from memorized build orders.

      Moreover, the whole gripe seems misplaced, as I doubt that the same players are against people memorizing openings in chess, board states in go or probabilities in poker. It's simply being intimidated by people better in the game than you - being afraid of losing. You must realize that a video gaming company the size of Blizzard is very aware of this, and the whole mentality is precisely why Starcraft has a very friendly ladder system, which tries to match you against people of your own skill level.

    2. Re:This is why, if I get SC2 by Nursie · · Score: 1

      It's not quite the same as chess, go or poker, in that timing does not have the same factor.

      Either way, it takes something away from the game, IMHO.

      Also never really cared for chess or Go.

    3. Re:This is why, if I get SC2 by Anonymous Coward · · Score: 0

      This is why the matchmaking service pits you against someone roughly your own skill level (after a series of placement matches). If you look at players in the higher leagues, they average around a 1:1 win:loss ratio. The matchmaking is pretty good and all but guarantees a challenging game.

    4. Re:This is why, if I get SC2 by Pulzar · · Score: 3, Informative

      A lot of people seem to complain about this and especially about the realtime requirement in strategy

      Actually, only a handful of people complain about this, and mostly those that haven't even played the game. On forums visited by actual players, nobody complains about this at all.

      Sure, there are a bazillion complaints about other trivial things :), but people are generally interested in figuring out how to beat each other, as there certainly isn't a "one build order to win them all".

      --
      Never underestimate the bandwidth of a 747 filled with CD-ROMs.
    5. Re:This is why, if I get SC2 by khallow · · Score: 1

      It's not quite the same as chess, go or poker, in that timing does not have the same factor.

      Either way, it takes something away from the game, IMHO.

      It's a problem with any game where you might be able to win shortly into the game through an aggressive gamble. Your opening needs to be good enough to keep you from losing to an opponent's aggressive opening. In old Starcraft a common approach is the "no-rush" rule where players don't attack for the first X minutes of the game.

    6. Re:This is why, if I get SC2 by Fahrvergnuugen · · Score: 3, Informative

      The matchmaking system in SC2 is very good at matching you against someone with the same skill. In fact, it's almost too good.

      In SC1, 1 or 2 out of 10 games would be close. The other 8 would be a blowout by one player or the other. In SC2, 9 out of 10 games are close. It can be very exhausting.

      I wish they would put a little wander in the matchmaker giving you a wider variety of games (some easy, some hard, some close). You can learn a lot by watching a replay where you get destroyed by a higher level player.

      --
      Kiteboarding Gear Mention slashdot and get 10% off!
    7. Re:This is why, if I get SC2 by daid303 · · Score: 1

      The single player in SC2 is quite good. I bought the game just for the single player (after a 7 hour trial someone gave me). Each mission is different, and fun in it's own way. I ran trough the game on normal difficulty, which took me 14 hours to complete the campaign I think. Only having to restart a few missions.

      But that is not the end of it, the game has 3 achievements per campaign map. 1 "complete all objectives" achievement, which is easy to get, unless you miss a bonus object. 1 achievement for "normal" and 1 for "hard". The hard achievements are quite difficult, and require that you work for them. Which makes the replay value much higher in my case, as I like to work for those achievements.
      Some require rush tactics, one of the achievements requires that you don't lose any building on hard. But you start out with a bunker on the other side of the map, requiring you to rush to it to defend it.

      I think you can also match up coop games against AI, if that's more your style. But I haven't tried that yet with random players.

    8. Re:This is why, if I get SC2 by IndustrialComplex · · Score: 1

      Actually, only a handful of people complain about this, and mostly those that haven't even played the game. On forums visited by actual players, nobody complains about this at all.

      That's because we've been chased off, or just play single player now.

      I've enjoyed Heroes of Might and Magic III the most I think. Turn based helped showcase the strategic aspect a lot more.

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    9. Re:This is why, if I get SC2 by Anonymous Coward · · Score: 0

      Blizzard try to accommodate all players - not just the pros. If you play online, the system for matching you with other players is actually pretty good - most people end up with a roughly 50-50 average of wins to losses. ie: If you are a noob there is no way you are going to be put against a pro - it would not be fun for either side.

    10. Re:This is why, if I get SC2 by Alioth · · Score: 1

      Perhaps it is for 1vs1, but in over 80% of my 3vs3 games, the other team always has "advantage" or "slight advantage". It is very rare that the teams are equal or we have the advantage.

    11. Re:This is why, if I get SC2 by UnknownSoldier · · Score: 1

      > Also never really cared for chess or Go.

      I found Chess to be pretty boring for the most part once you get to a certain [skill] level.

      Go is a completely differetn world.

      Go is infinitely more interesting then Chess. There are no hundreds of standard openings to memorize like in Chess -- every game is pretty much guaranteed to be unique. The golden era of Chess was the early 1900s with famous players like Alexander Alekhine, Jose Capablanca, etc, as everyone was still exploring opening moves -- the commentaries of the games are amazing, interesting and very fun to read. This is Chess's weakness -- games become too predictable and boring.

      The other very nice thing with Go is that it is _much_ more scalable when players have different skill sets. The handicap system is Chess is lame -- it is not granular enough due to every piece having a high importance (I did _not_ say value) via controlling the board by proximity of location. The Go handicap system is much nicer -- finer granularity, so you can easily hone in on the right handicap to have an 'even' match.

      Cheers

    12. Re:This is why, if I get SC2 by JThundley · · Score: 1

      Starcraft 2 has a matchmaking system that pits you against people that are as good (or as bad) as you are.
      Newsflash: If you don't have good builds memorized, neither will your opponent. There are many many people in the lowest league, so don't think that Starcraft 2 will only be taking loss after loss.

    13. Re:This is why, if I get SC2 by Anonymous Coward · · Score: 0

      On forums visited by actual players, nobody complains about this at all.

      Have you considered that there may be a reason why the official forums are visited predominantly by people who like the game, as opposed to the people who don't?

      (hint: the people who don't like it aren't playing it any more)

    14. Re:This is why, if I get SC2 by Anonymous Coward · · Score: 0

      Cool, its great how you have opinions.

    15. Re:This is why, if I get SC2 by Anonymous Coward · · Score: 0

      Moreover, the whole gripe seems misplaced, as I doubt that the same players are against people memorizing openings in chess, board states in go or probabilities in poker.

      Go should be separate from the above. If you want to attempt to "memorize board states" (by which I presume you mean whole board sequences of moves which lead to an imbalanced position with one player carrying an advantage) I hope you have a while, as there are more final positions of Go games than atoms in the universe. Opening theory has been under constant and serious refinement for millenia (seriously - although if you want you can argue it's only been really intense since Honinbo Dosaku, over 400 years ago) and the rate of change is only speeding up, with no end in sight.

      Having an idea how to proceed well from a given position is not the same thing as having a book of chess openings memorized (which is one reason I don't play chess often - I don't like the idea of rote memorization dictating a large part of the game.)

      Competing at a high amateur level in Chess (assume ELO rating of 2100+) requires this memorization. In Go that sort of thing is worthless or worse.

      If you are talking about joseki (established sequences) it is true that it is useful to know a few. But rote memorization is again meaningless, as the positions should always be evaluated in light of the whole board situation and altered to suit. Until mid-single digit kyu (8-4k maybe) one tends to think that memorizing joseki will make the opening easy the way memorizing chess openings does... this is absolutely not true, and by the time a player reaches 1-3 dan he/she will be interested in new sequences but generally feel no need to memorize them. Which is not to say that strong players don't study new joseki, but rather that they strive to understand every individual move, and when it is useful... and when it is not.

    16. Re:This is why, if I get SC2 by ukyoCE · · Score: 1

      Keep in mind you can also play co-op against the computer. It may be cheesy, but it's still a lot of fun.

    17. Re:This is why, if I get SC2 by Pulzar · · Score: 1

      Go is infinitely more interesting then Chess. There are no hundreds of standard openings to memorize like in Chess -- every game is pretty much guaranteed to be unique.

      While the game might be unique to a certain degree, there is no way that you will get to any kind of decent level without memorizing many standard josekis (i.e. corner opening, to those unfamiliar with the game...). It doesn't matter how many options you have in mid-game, if you're behind in 2 or more corners, you've got a very deep hole to climb out of.

      I'm with you that it's way more interesting than chess and gives you way more options, but let's not kid ourselves -- you have to memorize good openings to be proficient at Go.

      --
      Never underestimate the bandwidth of a 747 filled with CD-ROMs.
    18. Re:This is why, if I get SC2 by Pulzar · · Score: 1

      That's because we've been chased off, or just play single player now.

      I don't think that invalidates my point that nobody is complaining about memorized openings. Those who left, left because they prefer turn-based strategies (for the most part), like you. Those who stayed don't think memorizing openings is anything to complain about.

      I've enjoyed Heroes of Might and Magic III the most I think. Turn based helped showcase the strategic aspect a lot more.

      Turn-based games also have standard openings, even more so than real-time games because the reflexes are taken out of it and you have even more time to focus on following an optimal path. Sure, you can play Civilization 4, for example, by winging it, and you'll lose to the axeman rush because it's available to your opponent and he knows how to get there optimally.

      It's there in every strategy game, but you might not see if it you only play single-player. Which, for some games, is better anyway, IMO.

      --
      Never underestimate the bandwidth of a 747 filled with CD-ROMs.
    19. Re:This is why, if I get SC2 by Jearil · · Score: 1

      Actually memorizing joseki isn't really as important as understanding them. If you blindly use a memorized joseki and don't take into consideration how it effects other parts of the board, you'll put yourself in a disadvantage. Just using standard joseki's in each corner can be bad if they don't work with each other. One of the things I like about Go is that it has both local and whole board thinking to take into consideration. There becomes a sort of intuition of game flow for local battles based on the positions of everything else.

      Also, making mistakes in the early part of Go is more correctable than in Chess. Granted in very high level games this becomes less the case, but often in Go even a failed battle will leave some usable aja for later that can be exploited.

      Besides memorizing joseki and maybe practicing life and death problems, the middle game and strategy of dividing up territory, performing invasions, chasing your opponent for profit, all are things that aren't really easily memorized. Those are often the things that end up winning games.

      As a side note, there are some players who play more moya games that focus less on corners. I heard from someone recently that Takemiya Masaki once said that he would never play the 3-3 position because it felt like the stone was so close to just falling off the board, and his games styled more towards controlling the center. It's a more recent development but one that is still played out and used in professional games. You have to remember that even if you lose territory for 3 of the 4 corners, you very well may also have center influence from those same 3 corners which is also worth something.

    20. Re:This is why, if I get SC2 by magus_melchior · · Score: 1

      There are flaws in SC2-- the matchmaking feature and the early game balance isn't one of them.

      The places Blizz must address have to do with content creation and distribution, which they currently have locked down to the point where Blizzard has the ultimate control.

      --
      "We are Microsoft. You shall be assimilated. Competition is futile."
    21. Re:This is why, if I get SC2 by Bigjeff5 · · Score: 1

      If you prefer turn based over real-time why are you bothering with real-time strategy games?

      I honestly don't think turn based could possibly "showcase the strategic aspect". In reality things happen at the same time, and a real strategy must take that into account. How can it be showcase the strategic aspect if it removes most of the real strategy?

      --
      Security is mostly a superstition... Avoiding danger is no safer in the long run than outright exposure. - Helen Keller
    22. Re:This is why, if I get SC2 by Anonymous Coward · · Score: 0

      A lot of people seem to complain about this and especially about the realtime requirement in strategy

      Actually, only a handful of people complain about this, and mostly those that haven't even played the game. On forums visited by actual players, nobody complains about this at all.

      Actually, if i don't like a game's mechanics then i won't buy it in the first place.

  19. GAs are fun. by Anonymous Coward · · Score: 0

    So are particle swarms, and many other types of optimization algorithms.
    Think of an application, even a trivial one, like something that generates visuals based on the genotype.
    Enjoy!

  20. Re:Does anyone else find the summary comprehensibl by Anonymous Coward · · Score: 0

    I doubt you can find a global optimum.

    The performance of GA is impressive, and you can quite easily find solutions that are suboptimal mathematically, but surpasses the capabilities of humans. Such solutions are called partially solved problems, because it cannot be proven that they are the optimal solution, before the global optimum is found. And the global optimum can only be found by mathematical proof, which for most problems is currently impossible because of our limited computing power.

    The algorithm is sound by the way. It's just standard GA with their own selection strategy which is apparently suited for Starcraft.

    (And what do you mean not genetic? It evolves chromosomes; that is by definition genetic! And each chromosome is a )

  21. The problem is... by Haedrian · · Score: 1

    How would you evaluate for fitness?

    If you create X units of type Y - and the opponent has created units specifically to counter them, then its going to be 'unfit' - even though that it might have worked under other circumstances.

    I think that the fitness function changes too rapidly during the game in order to be properly used. Also since GA take lots of time to properly function (which may include a lot of garbage) - I don't see this reacting fast enough to changes in tactics either.

    So its an awesome idea - but I don't think a GA is the best tool for the job.

    1. Re:The problem is... by Ruke · · Score: 3, Informative

      If you read TFA, the fitness function defined as distance (in time and resources) from having a desired set of units. The example provided is having 7 roaches. The GA isn't scoped to fight battles or develop a strategy; the programmer defines the desired end-state, and the GA finds an optimum path to get there. It's a tool for developing build-orders, not an AI to play the game for you.

    2. Re:The problem is... by wierd_w · · Score: 1

      The optimization might come up with a solution to this problem, through exploiting resource consumption rates and build times, so that even if you started building the counter units immediately, you would not be able to resource and construct them quickly enough to avoid being overwhelmed.

      EG, it calculates how quickly (maxiumum) you can develop your harvesters, evaluates the maximum rate of resource accumulation, and determines the optimum attack strategy by choosing units that are quick to produce, cheap, and require expensive countermeasures that you could never possibly create enough of, fast enough to prevent your destruction.

    3. Re:The problem is... by Anonymous Coward · · Score: 0

      The history of GAs can be summed up that way: "awesome idea, but a GA isn't the best tool for the job".

      It's never Lupus.

    4. Re:The problem is... by Beezlebub33 · · Score: 1

      Well, that's generally true. You use a GA when you don't know the correct solution. It's just a stochastic search mechanism, and frankly one where you have to worry about a lot of the important factors, such as solution representation and fitness function. Lots of research ideas, and potential paths, but when faced with a real problem, there's usually a better tool for the job.

      --
      The more people I meet, the better I like my dog.
  22. Re:Does anyone else find the summary comprehensibl by Ruke · · Score: 1

    What do you mean "genetic-genetic"? The only thing that I can see that might be missing is a reference to "sexual reproduction" or "mating" in TFA, but I don't think that's strictly necessary for a GA. I especially liked the potential for "junk DNA" to build up. In my own simulations, chromosomes did either something or nothing consistently; perhaps it's just the domain that he's working in, but it certainly lends itself to "situational" expression of a chromosome.

    It's certainly no Evolvable Hardware, but it's still a pretty neat idea.

  23. Re:Does anyone else find the summary comprehensibl by Anonymous Coward · · Score: 0

    a bunch of build orders are made randomly. they enter into a starcraft tournament and compete against each other. The build orders that win exchange parts of their build orders with parts of other winning build orders better build orders are created, bad build orders deleted... keep going for a while and keep some tourney stats and you will know what the best build orders are and what build orders counter others.
    GA do tend to get interesting results.

    Pretty much a shortcut to checking all possibilities of build orders.

  24. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  25. Re:Does anyone find Slashdot usefull anymore? by Anonymous Coward · · Score: 0

    Thanks for responding to Jack and getting a Score of 2.

    Thanks to you, I read Jack's post, and I found it hilarious.

  26. Re:Does anyone else find the summary comprehensibl by varcher · · Score: 3, Informative

    It's completely different. The whole point of evolutionary algorithms is that you start from a population of initial builds (the "previously entered"), and, at each iteration, it creates new builds by altering the existing ones at random.

    Given enough builds, a lot of those alterations perform a bit worse than their original, and eventually gets removed, while others perform a bit better, and thus gets used as a base for other variations.

    If your performance space is relatively smooth, that kind of approach is extremely powerful at finding minimas in the performance space. If it's very crinkled, it leads to chaos, but I don't think it's the case in this problem.

  27. not really obligatory by underqualified · · Score: 0
  28. Yes, but... by RichiH · · Score: 1

    Yes, but it's painfully obvious. Even if I hadn't heard of it before, how can it not be obvious what a genetic algorithm is?

    Also, they did not mention the problem of local maxima.

  29. Okay, genetic algorithm. by ihavnoid · · Score: 1

    Choose my build order. Rock, paper, or scissor?

    1. Re:Okay, genetic algorithm. by Anonymous Coward · · Score: 0

      Rock!

      Good ol' rock. Nuthin' beats that!

  30. Uh yeah... by Jaysyn · · Score: 0, Troll

    Yeah... this sounds like so much fun. I remember why I don't play RTS games anymore.

    --
    There is a war going on for your mind.
  31. Re:Does anyone else find the summary comprehensibl by Anonymous Coward · · Score: 0

    I suppose crossovers could be beneficial, as well as preserving some of the "bad" build orders to avoid local optima like you said, I'm just not familiar enough with the starcraft build order to tell. But even if it's only randomly mutating build orders and selecting the best ones, I'd still say it's a genetic algorithm.

  32. Day Traders by Danathar · · Score: 3, Interesting

    I've often watched my brother who is a multitasking jedi play WoW, SC2, etc and I've often asked him why he does not go into day trading. The skill sets of managing a quickly changing massive amount of information and evaluating probabilistic results for gain is EXACTLY what real time traders do.

    Computer games, role playing games (with emphasis on the statistical portion), war games, RTS...

    When it comes down to it, it's nothing more than statistical simulations.

    If some game company can overlay something like WoW or SC over a real time stock trading system,...well...we will see what happens when a bunch of people who spend hours every day optimizing probabilistic statistical systems to their advantage has on world financial markets.

    Probably would make a good Sci-Fi Novel if nothing else

    1. Re:Day Traders by LordNacho · · Score: 1

      The reason this might not work is that in a game, it doesn't cost anything to explore all the different paths you can take. Which sword is better? What strategy for build order? Keep playing, and you'll come across everything. The game will act the same, and it won't cost you anything to learn.

      In the market, there's no easy way to try out stuff without putting money on the line. Furthermore, the rules change, and the market doesn't necessarily act the same the next time a given event happens. It has memory.

    2. Re:Day Traders by Dekar · · Score: 1

      Bots perform a ton better at day trading, and in the stocks market in general, than they currently do at games like Starcraft or poker. I'd say it's an entirely different set of skills.

      Besides, day trading really doesn't contribute more to society than playing SC2 does, it might actually be the other way around. The only change would be his personal wealth and overall happiness, which are in no way proportional.

    3. Re:Day Traders by daid303 · · Score: 1

      That's not true, it takes time. And knowing a few of these kinds of players, I can tell you, they value time. Replace time with money and you got about the same thing. They don't just calculate the best possible equipment, but also the fastest way to get it, and the best order to get things in.

    4. Re:Day Traders by Anonymous Coward · · Score: 0

      Just link ingame auctioning systems to the real life thing :).

    5. Re:Day Traders by Aceticon · · Score: 1

      I've often watched my brother who is a multitasking jedi play WoW, SC2, etc and I've often asked him why he does not go into day trading. The skill sets of managing a quickly changing massive amount of information and evaluating probabilistic results for gain is EXACTLY what real time traders do.

      The psychological effects of risking your own money strongly affect most people's performance when day trading: the hard part in daytrading is to be able to come out while you're winning (instead if remaining in play in the hope of winning more) or accepting a loss and exiting that "play" before loosing too much.

      However when trading other people's money that's not as big a problem and traders (of the investment bank kind) are in a large part massive multitaskers (also a bit salespersons and people-networkers).

    6. Re:Day Traders by LordNacho · · Score: 1

      What I'm saying is the game can change so fast you don't have time to learn what the rules are at a given point...

      Anyway, I do think it could be interesting to see some of these guys in the market. Have a look at Turtle Traders.

    7. Re:Day Traders by toby · · Score: 1

      there's no easy way to try out stuff without putting money on the line

      Wrong - most banks and online brokers have 'play' accounts that let you experiment with a portfolio without spending a cent.

      Plus, you can also do it with historical data (I can't remember the proper term for doing that).

      --
      you had me at #!
    8. Re:Day Traders by Anonymous Coward · · Score: 0

      Sounds like a weird movie that is a cross between Ender's Game the book and Wall Street the movie.

    9. Re:Day Traders by LordNacho · · Score: 1

      We've all heard of paper trading. I can't count the number of strategies people have tried to get hired with, that we knew wouldn't work in real life.

      When you paper trade, you don't know how the market will respond to your presence. You also don't know how YOU will respond to having real money on the line. Try playing online poker. You can tell when you're on a play money table vs a real money table.

      You have to use real money.

  33. I submit by TranceThrust · · Score: 1

    that this can be more efficiently calculated using simple linear programming. Solutions are then even sure to be optimal, in contrast to when using GAs.

  34. Mass reproduction by hesaigo999ca · · Score: 0, Offtopic

    >have the most successful reproduce
    This is why humans are the most successful reproducing species on the planet....not only do we reproduce like rabbits, but we also mame all other species in our areas (by building over their habitats) thereby giving us no real competitors for our resources.
    If we were to encounter an alien race, I wonder if we would really be the top on the food chain....

    Many people that have discussed my love for animals think I am over exaggerating my point of view sometimes...some even argued that because man was intelligent (and that dogs were not) men had more right to live then dogs.... I tend to disagree, I believe it is the one with the least negative impact on its environment that has more right to live, and unfortunately , this would make us first in line
    to die as a species.

    1. Re:Mass reproduction by Shompol · · Score: 1

      If we were to encounter an alien race...

      Think American Indians, you are 99.9% right

    2. Re:Mass reproduction by KarrdeSW · · Score: 1

      If we were to encounter an alien race, I wonder if we would really be the top on the food chain....

      Depends how we encounter it.
      They visit us? They could introduce themselves by dropping bombs from orbit.
      We become space-faring and encounter them? Well our first alien encounter then could be anywhere from the aforementioned super-aliens to a few monkeys still making rock-tools.

      I believe it is the one with the least negative impact on its environment that has more right to live, and unfortunately , this would make us first in line to die as a species.

      Except your "right" to live is a dreamed-up human notion. Objectively, you have no more or less right to life than a dog because the universe doesn't even consider your rights. As for the dog, it isn't considering its "rights" when it defends itself from a predator or otherwise, the dog just knows that it wants to live. In most cases, we're about the same. Our "rights" really have no impact on a situation involving someone who really wants to kill us.

    3. Re:Mass reproduction by hesaigo999ca · · Score: 1

      So does that mean that even if you want to live, you have no right to live per se on this planet, you would have to simply live because you are able to do so by overcoming your predators...

      With that in mind, if we were to be overrun by aliens, and became their cows for their consumption,
      such as the wraith in stargate atlantis...you would have no real reason to be upset that you are enslaved as to them you have no more intelligence then what cows seem to have to us.

      This is a subject I find most peculiar, as you get to see what people consider their rights as humans vs. their rights as species living on a planet with more then 1 species to consider.

    4. Re:Mass reproduction by hesaigo999ca · · Score: 1

      Yep, and yet we seem to feel so bad about what we have done as "white men" we are giving them land and casinos and money to compensate, where as if this really was the order of things, we should feel no remorse what so ever.

  35. disconnecting from the moment by Tristfardd · · Score: 1

    It's not a matter of intimidation or fear of losing. Memorizing sequences requires memorization skills and the desire to use them, nothing more. If I choose not to memorize, for whatever reason, playing against one who does becomes unsatisfying. If I out-think their canned routine, what satisfaction do I get? If I slip and their canned routine runs over me, what have I learned? The other player wasn't really responding to my moves. I would learn as much from studying a book. Why am I playing this person if they are going to act like a machine? They are not personally engaged in what we are doing. It's like going for a walk on a fine sunny day and meeting people who are plugged into their music systems. We are in two different worlds; they don't hear the birds I hear nor can they adequately respond to a greeting.

    1. Re:disconnecting from the moment by mr_gorkajuice · · Score: 1

      In SC2, any person playing entirely based on a memorized build order is likely to be a bronze league noob. He's probably very engaged in what's going on, he's just too overwhelmed with practicing his fundamentals to actually have the capacity to respond to your actions. If you're playing against such a person, you're probably a bronze league noob yourself. If you out-think their canned routine, then congratulations! You've just proven that you're able to defeat a bronze league noob using build X! Most likely, some of the things you did will be good against OTHER people using a similar build. If their canned routine runs you over, then you have learned that build X kills you, EVEN when executed by a bronze league noob - you probably have a real weakness there!
      You either haven't played SC2, or you're stuck in bronze league, spending half your matches getting facerolled by people using "supreme memorized build orders", who in fact probably just are quite good at macro'ing and/or randomly stumbled on a good counter for your build, and the other half, you're steamrolling noobs who seem incapable of making clever decisions based on your army. Maybe they're not being machines, maybe they just suck.

    2. Re:disconnecting from the moment by UnknownSoldier · · Score: 1

      I would have to agree.

      Repeating what I posted in comment 34102848
      http://games.slashdot.org/comments.pl?sid=1849680&cid=34102848

      This is why I find Go to be infinitely more interesting then Chess. There are no hundreds of standard openings to memorize like in Chess -- every game is pretty much guaranteed to be unique. The golden era of Chess was the early 1900s with famous players like Alexander Alekhine, Jose Capablanca, etc, as everyone was still exploring opening moves -- the commentaries of the games are amazing, interesting and very fun to read. This is Chess's weakness -- games become too predictable and boring.

  36. Micro Matters by Billkamm · · Score: 1

    What the algorithm can't take into effect is micro and positioning in battles. Just because you have a more powerful army doesn't mean you will win the battle.

    1. Re:Micro Matters by daid303 · · Score: 1

      But numbers do matter. And if you can rush in a base, killing all probes/drones/SVCs, you'll win. And you only need 1 more unit then the enemy for that.

      Some people are just good at these games. I once played a C&C game with a few friends. And all of a sudden the game started to lag, at which point 1 person was moving his army to attack. 15 minutes later we where all dead. He had managed to build an army triple the size of all the others. We even tried 3 vs 1, and he still won. Later, watching what he did, it came down to boosting your resource gathering, all the time. Greatly boosting his production speed. In the end his numbers just didn't matter for what kind of positioning we took. We where just overrun.

    2. Re:Micro Matters by Billkamm · · Score: 1

      You should never win 3 on 1. When I was in Computer Club in high school I won a 7 on 1 (as the 1) in WarCraft 2, because all 7 thought "oh noes! we are playing Bill we better build up a huge defense" and I just took them out one at a time. All they had to do was all 7 send their first worker or even first combat unit to my town and kill me early. I guess some people just aren't cut out to play RTS games lol.

  37. Re:Does anyone else find the summary comprehensibl by bob0the0mighty · · Score: 1

    In a "crinkled" search area you are more likely to find local min/max and have to plan for that but that isn't the same as chaos. I could be misunderstanding your meaning though.

  38. Re:Does anyone else find the summary comprehensibl by sempir · · Score: 1

    Sounds all very sensible to me! Don't understand a fucking word of it but it sounds all very sensible.

    --
    A closed mouth gathers no foot.
  39. Misconceptions by Anonymous Coward · · Score: 0

    Using GAs is a fun concept, but in this case, it's just a (broken) crutch. Starcraft takes a lot of technical skill to even be able to pull off an opening correctly, so there's that. But more importantly, even if you are technically skilled, the idea of a "hard counter" is misleading. Yes, if I go pure tanks and you go pure banshees, you're going to win in a straight out fight, but there's almost always something you can do to use your resources to do something useful. For instance, suicide-attacking the other base with the tanks to try to buy enough time to get anti-air up. This might not work that great, but there's a chance, even in this theoretically obviously imbalanced situation. Hard counters only exist in boundary cases that will rarely occur in a real game. They're a mostly useless concept. If you're losing because of it, it's probably either you simply lack the technical skill to carry out what you're doing efficiently enough, or you're doing something insanely stupid without scouting and just hoping it'll somehow work. In that case, GAs aren't going to save you.

    At higher level play, there's a lot of openings that simply don't have hard counters that instead rely on technical skill, adaptability, good strategy, and occasionally fancy micro. Some openings will work better against them, but none will curb-stomp them, and they are easily adaptable to any given situation once you are aware of that situation. This is why these openings are considered standard - they work against everything and aren't about gambling. Even if you try to use something that is better against a particular opening, an opponent may still scout it out in time to adapt, not by rote, but using their knowledge of the fundamental principles behind their opening.

    Build orders are an important component to a skilled game. *Rush* build orders are a good way to win against beginners or throw a hail mary against someone significantly better than you. They're a lousy way to try to win consistently.

  40. EURISKO by catherder_finleyd · · Score: 1

    This is not necessarily original. Douglas Lenat used EURISKO (http://en.wikipedia.org/wiki/Eurisko) to win the Traveler RPG (http://en.wikipedia.org/wiki/Traveller_(role-playing_game) "Trillion Credit Squadron" championship in the early 1980's. Lenat got the attention of DARPA and later formed the company CyCorp (http://www.cyc.com/).

  41. For some real challenge, try this in BA by Anonymous Coward · · Score: 0
    They should try this in Balanced Annihilation under Spring Engine. It's open source, so you will be able to plug your genetic algorithm directly to the original game mechanics. The game is unique in RTS genre, in that it imposes practically no limit on player's economy and build power. And it allows... recycling.

    In the game community there are many circulating hand-perfected, opportunistic build orders:
    • nuke rush
    • goliath/fatboy rush
    • advanced fusion plant rush
    • economy development standard: to the first regular fusion plant

    If you could beat them, you'd be famous.

  42. All you really had to do is polymorph them by Anonymous Coward · · Score: 0

    Voila, problem solved.

  43. Re:Does anyone else find the summary comprehensibl by Anonymous Coward · · Score: 0

    But the whole point of using evolutionary algorithms as a metaphor for what's happening with SC2 is that it works.

    Instead of DNA being the carrier of information between lifeforms you have the brain carrying the information between games.

    The evolution is in the data retained in the DNA/Brain.. no?

  44. Starcraft II: Psychographic profiling and M:tG by jonaskoelker · · Score: 3, Insightful

    Video games are designed to be fun

    For whom? What do people consider fun? Do all people consider the same kinds of things fun?

    I think the answer is no. In the case of Magic: The Gathering (the card game), Mark Rosewater (lead designer) thinks the answer is no---his three psychographic profiles Timmy, Johnny and Spike want different things. See http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr11 and http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr220a

    I think these apply reasonably well to Starcraft (and RTSes in general). Let me describe them briefly, in terms of Starcraft 1:

    Timmy wants to make a splash; he wants to build big units and cause a splash; he likes tanks, nukes and carriers.

    Johnny likes quirky and underused combos; he plays the oddball strategy to see if it might just work---"I have to try statis-fielding my own units to trap the opponent on one side of the ramp", or "Can I reliably win using only melee attacks?"
    (Johnny also likes to make quirky RPG builds, in the style of MongoJerry's pacifist Diablo II necromancer, see http://www.lurkerlounge.com/forums/thread-10277.html)

    Spike plays to win, and will play whatever is effective. Do you 9-pool or overpool on a 128x128 map? Does the answer change on 128x192 maps? How do you react when the opponent goes for +1 attack _before_ +1 defense vs. after? How good are our relative zergling micro---do I win mirror battles?

    These aren't hard-line categorizations; they're attributes you can have more or less of. (I'm a multiclass Johnny/Spike, FWIW.)

    They will sacrifice [anything] if it will the game more fun. If that means the AI can be beaten, so be it.

    For Spike, if you nerf the AI, you make the game less fun. If godlike micro lets Spike defeat human opponents, he wants an AI to help him hone his godlike micro skills (yes, they _will_ be godlike).

    He will want an AI with human-like micro skills, so that he can simulate the real deal closely; he'll also want a different AI that will let him train specific skills---say, a macrobot AI vs. him self-imposing a macrobot playing style; or a custom scenario where you have to multi-task between microing a unit being chased and building your base to defend against the "5 minutes no rush" rush.

    Thats what Spike wants. That's what's fun to him. Especially if he's Korean :-)

    I don't think you get to tell him he's wrong (it's a chocolate vs. vanilla thing). I think you, if you're the right person in the right job, gets to decide that you want to make a game that appeals more to Timmy and Johnny. I don't think you get to decide that there are more Timmys and Johnnys in the world; that's an empirical question. You do get to comission a survey, though, and base your product development decisions on that survey.

    (Based on recent developments in popular games, as I see them mostly from the outside, Timmy is the hot new market segment.)

    1. Re:Starcraft II: Psychographic profiling and M:tG by Anonymous Coward · · Score: 0

      > I don't think you get to tell him he's wrong (it's a chocolate vs. vanilla thing). I think you, if you're the right person in the right job, gets to decide that you want to make a game that appeals more to Timmy and Johnny. I don't think you get to decide that there are more Timmys and Johnnys in the world; that's an empirical question. You do get to comission a survey, though, and base your product development decisions on that survey.

      Well, that's basically it. From a broad view of things, there ARE objectively "wrong" playstyles for the developers to cater to. Any playstyle that is both: fun only to a small slice of the potential game players AND is mutually exclusive to much larger player styles. In a single player game, you only need to be sure that you cater to a large enough group to hit your sales target, but in a multiplayer game it's extremely important to not let a small group drive out the larger group.

      The iconic examples would be, in monthly subscription based MMOs, the Greater Internet Fuckwad (borderline sociopathic PKing griefer/thief, perhaps 4-10% of the total potential player base) vs Everyone Else. For the more transactional games, it's more about the Crazy Addict Who Spends $200/month vs the freeloaders, where many companies have decided it's more profitable to lose a million freeloaders in favor of a 50-50 mix of crazy addicts.

      In the context of Starcraft II and micromanagement, it's the stereotype Obsessive Korean vs Everyone Else, since if word gets out that the true multiplayer learning curve is vertical, sales of the game will rapidly crumble. (And if the Obsessives do it specifically to win, and thus the game gets boring once it's all Obsessive vs Obsessive, then the game sales numbers will completely implode). This is why blizzard hires game theory experts. (Both for the game rules, and for their greater ramifications).

  45. I have found the perfect opening by Paspanique · · Score: 1

    I haven't lost in almost a month, it's also pretty easy to do.

          I just don't play the game anymore...

    --
    I don't have an intelligent phone, so I need to be.
  46. What RTS Genere? I only see RTT+E... by IBitOBear · · Score: 2, Interesting

    Publius (or Gaius) Cornelius Tacitus brought us "tactics", and Strategos, plural strategoi Attic-Ionic (Greek: , pl. ; Doric Greek: , stratagos; literally meaning "army leader") brought us "strategy".

    Strategic planning is _all_ about logistics. Your comment seems to infer a distinction that doesn't exist there.

    Strategy is getting you units to the right places with the correct intelligence and provisioned and equipped for their task.

    Tactics is executing your task in the best possible manner, with contingencies considered and ready for the fact that no plan survives contact with the enemy.

    For instance, while people often (mis)describe Chess as strategic, it is mostly tactical. The only vaguely strategic element of chess is that there is a hierarchy of threat used as "support" for a piece. e.g. if you take my knight with your queen, the rook that covers it will get her. This is pure tactics.

    Most "real time strategy" games actually fail utterly to be strategic in any form. They have economy and they have tactics, but they lack all forms of proper strategy. You don't ever have to "supply" your units, so you never have to have "supply lines". That means that you don't really have to control an area of the map in a proper sense.

    Were I to make StarCraft actually strategic:

    Zerg would only take orders if there were a sufficient number of overlords "close enough" to the units in question to pass those orders. There would also have to be a chain of overlords to bridge the distance between a hive and the directing overlord in question. Units not directly under control would drift, do random things, and possibly squabble. Unit groups under "insufficient control" would get sloppy. If an overlord becomes isolated from all hives it and its units will become defensive and put out a "distress call", and some hive will extend an overlord chain towards that position. Said chain would unreel from the base (closest overlord would advance to a controlling position, the ones behind it would move as well, and back near the base a new overlord would be dispatched to fill the trailing gap etc.) A set of units can be tied to a particular overlord and then given "standing orders" to guard or patrol, such a unit will persist in this action without further control (e.g. it can be isolated deliberately or accidentally) but its orders cannot be changed at all until a control conduit is restored.

    The Terran forces would have (automagic) runner units that would resupply field units. There would be no build cost for these guys, and there would be a good number of them as they would appear on demand. But they would be destroyable. The player could assign particular supply depots to particular units if he would like, and drop routing flags that the runners would "want" to run between. Each supply depot would be able to generate a particular amount of supplies per minute, but they could charge like batteries and there would be an default "expected peak demand" based on proximity and or tuneables. It would therefore be useful to have supply depots near combat locations. As units run out of supplies their fire rates slow and eventually stop. A unit can be flagged "do not resupply" and will receive no runners (needed for ghosts etc so that the runners don't reveal the ghost) but when the unit goes hungry it will be useless until the flag is removed and a runner reaches it. "Priority supply target" can be set for the reverse condition so that a main defensive position can be maintained "at all costs" etc.

    For the Protoss, any unit that leaves the field of a Pylon would gain a chain of lights (destroyable micro pylons) to power it. Isolated pylons would generate their fixed power. The first time a unit moves to an isolated pylon its chain of lights would span to that pylon, connecting it to the grid. Any unit that isn't "locked" to a pylon would automatically re-anchor its chain to the last pylon it was powered by. Units within one-light of the nearest pylon don't need the light (to reduce graphics loa

    --
    Innocent people shouldn't be forced to pay for inferior software development.
    --"Code Complete" Microsoft Press
    1. Re:What RTS Genere? I only see RTT+E... by mr_mischief · · Score: 1

      Colonization was far more strategic than most RTSes are. Not all your colonies are going to be able to sustain themselves. Some of them should be placed in specific places to control the land around them even if there is a dearth of certain resources. Your supply lines exist and can be attacked, so you must defend those as well as the colonies themselves. Supplies take wagon trains or ships to move, and those take time to arrive.

    2. Re:What RTS Genere? I only see RTT+E... by UpnAtom · · Score: 1

      The Terran one sounds a bit dull but otherwise great ideas. Could you do this with a mod?

      I also think slowing the game down would help. I've stopped playing until someone mods a decent AI at a slower pace.

  47. Uhhh actually you're wrong by BitterAndDrunk · · Score: 1

    Insane's build queues are all 50% time. And time is sort of the biggest resource in the game ;)

    --
    You better watch out, there may be dogs about . . .
  48. Re:Does anyone else find the summary comprehensibl by mr_mischief · · Score: 1

    The main weakness is when you score prematurely as "fit" or "unfit". A line derived from adequate but lower-scoring stock in a certain generation may actually prove to be very high scoring after a few more generations.

    Always choosing just the "most fit" or "highest scoring" from a particular generation isn't really optimal and isn't really how genetics work, either. Taking all of the top half of each generation and intermingling their offspring later would be more realistic genetically. It may also produce better final offspring after some number of generations.

    The major drawback to using many more inputs per generation is you end up with vastly more runtime and memory involved to compare them at every generation. You may or may not see better final candidates for it.

  49. RTS and turn-based combined by UpnAtom · · Score: 1

    Yes, I remember X-COM 3 attempted something like this. Very, very nearly a great game.

    And such a scheme won't work with 3+ players, and only with 2 if you can synchronise slow down eg units automatically see each other at the same time.

  50. Alternative solution, Decision Trees by Anonymous Coward · · Score: 0

    I think that using genetic algorithms for such simple things like game opening is a huge overkill. I would consider using DECISION TREEs for finding the best opening, based on the fact that at a given time of the game (especially at the start), the number of distinct operations that make sense is very limited, mostly because of resource (mineral and vespene gas) is very limited at this game. Building the whole decision tree for a limited period of game time should not be a problem, because it cannot contain more than thousand nodes, and evaluating all possible routes in the tree should not be hard either. This way, every possible combination is tested and the best algorithm (based only on some basic assumptions about game logic) cannot be missed, as it could be in the case of genetic algorithms. For more information about Decision Trees, click this link: http://tinyurl.com/37sh5zn

  51. Lacuna Expanse. by o_ferguson · · Score: 1

    I wonder if there's a way to apply this research to make it easier to win web-based RTS games like the awesome Lacuna Expanse? Check it out, it's totally awesome. Like a cross between Tradewars and Star Control.

    --
    - In Soviet Korea, only old people loose all their bases to Natalie Portman's petrified hot grits overlords.