A Dataset for StarCraft AI and an Example of Armies Clustering

Authors

  • Gabriel Synnaeve Collège de France, Grenoble University, LIG, INRIA
  • Pierre Bessière LPPA at Collège de France, CNRS

DOI:

https://doi.org/10.1609/aiide.v8i3.12546

Keywords:

Bayesian model, RTS games, dataset, machine learning, data mining

Abstract

This paper advocates the exploration of the full state of recorded real-time strategy (RTS) games, by human or robotic players, to discover how to reason about tactics and strategy. We present a dataset of StarCraft games encompassing the most of the games' state (not only player’s orders). We explain one of the possible usages of this dataset by clustering armies on their compositions. This reduction of armies compositions to mixtures of Gaussian allow for strate- gic reasoning at the level of the components. We evaluated this clustering method by predicting the outcomes of battles based on armies compositions' mixtures components.

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Published

2012-10-19

How to Cite

Synnaeve, G., & Bessière, P. (2012). A Dataset for StarCraft AI and an Example of Armies Clustering. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 8(3), 25–30. https://doi.org/10.1609/aiide.v8i3.12546