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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)."

35 of 200 comments (clear)

  1. 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 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).

    2. 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)

    3. 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.

    4. 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.

  2. 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.

  3. 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. 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 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.
    2. 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
    3. 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

    4. 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.

  5. 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).

  6. 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.

  7. 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".

  8. 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 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.
    3. 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!
  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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."
  15. 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.
  16. 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

  17. 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.

  18. 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

  19. 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.)

  20. 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

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  21. 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? :) )

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