Multi-objective assessment of pre-optimized build orders exemplified for StarCraft 2

Matthias Kuchem, Mike Preuss, Günter Rudolph
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引用次数: 13

Abstract

Modern realtime strategy (RTS) games as Star-Craft 2 educe so-called metagames in which the players compete for the best strategies. The metagames of complex RTS games thrive in the absence of apparent dominant strategies, and developers will intervene to adjust the game when such strategies arise in public. However, there are still strategies considered as strong and ones thought of as weak. For the Zerg faction in StarCraft 2, we show how strong strategies can be identified by taking combat strength and economic power into account. The multi-objective perspective enables us to clearly rule out the unfavourable ones of the single optimal build orders and thus selects interesting openings to be tested by real players. By this means, we are e.g. able to explain the success of the recently proposed 7-roach opening. While we demonstrate our approach for StarCraft 2 only, it is of course applicable to other RTS games, given build-order optimization tools exist.
以《星际争霸2》为例,预先优化建造顺序的多目标评估
现代即时战略(RTS)游戏如《星际争霸2》便创造了所谓的元游戏,即玩家将在其中竞争最佳策略。复杂RTS游戏的元游戏是在缺乏显性主导策略的情况下发展起来的,当这种策略出现在公众面前时,开发者会介入并调整游戏。然而,仍然有一些策略被认为是强大的,也有一些被认为是弱的。对于《星际争霸2》中的虫族阵营,我们展示了如何通过考虑战斗力和经济实力来确定强大的战略。多目标视角使我们能够清楚地排除单一最优建造顺序的不利因素,从而选择有趣的开口供真正的玩家测试。通过这种方式,我们能够解释最近提议的7只蟑螂的成功开放。虽然我们只在《星际争霸2》中展示了我们的方法,但它当然适用于其他RTS游戏,因为存在构建顺序优化工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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