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Realtime Strategy Task Force
StarCraft RTS AI Competition at CIG 2013
• organized by Tobias Mahlmann, Antonio Mora, myself
• 10 maps
• 8 bots submitted
• software problems, ended up with programming an own tournament software (Tobias)
• good: very nice new, extendable software
• bad: software actually running since last Wednesday! and unfortunately had to disable read/write feature
• played 32 rounds random robin, makes 896 games
• each bot played 224 games
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Realtime Strategy Task Force
Maps I(2)HeartbreakRidge 128x96, (2)Destination 128x96
(3)TauCross 128x128, (2)Benzene 128x128, (3)Aztec.scx 128x128
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Realtime Strategy Task Force
Maps II(4)Python 128x128 (4)EmpireoftheSun 128x128
(4)CircuitBreaker 128x128 (4)Fortress 128x128 (4)Andromeda 128x128
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Realtime Strategy Task Force
Entries
bot name race main contributor
institution
Adjutant Terran Nicholas Bowen University of Central Florida
AIUR Protoss Florian Richoux University of Nantes
BTHAI Terran Johan Hagelbäck Blekinge Institute of Technology
ICEStarcraftBot Terran Nguyen Quang Kien
Ritsumeikan University
Nova Terran Alberto Uriarte Drexel University
Skynet Protoss Andrew Smith freelancer
UAlbertaBot Protoss David Churchill University of Alberta
Xelnaga Protoss Ho-Chul Cho Sejong University
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Win Matrix Over Small/2-3-Player Maps
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Win Matrix Over 4-Player Maps
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Win Matrix Over All Games
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Realtime Strategy Task Force
Overall Result
#1 Skynet(204) = 91.1 %
#2 UAlbertaBot(151) = 67.4 %
#3 AIUR(123) = 54.9 %
#4 Xelnaga(120) = 53.6 %
#5 Adjutant(95) = 42.4 %
#6 ICEStarcraftBot2013(83) = 37.1 %
#7 Nova(72) = 32.1 %
#8 BTHAI(28) = 12.5 %
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Realtime Strategy Task Force
Conclusions
• more thorough data analysis needed
• shall have a look at the replays
• is the „bot order“ stabilizing?
• research groups on track now? how to attract newcomers?
• future: StarCraft I forever?