Abstract
We describe an application of neural networks to predict the placements of resources in StarCraft II maps. Networks are trained on existing maps taken from databases of maps actively used in online competitions and tested on unseen maps with resources (minerals and vespene gas) removed. This method is potentially useful for AI-assisted game design tools, allowing the suggestion of resource and base placements consonant with implicit StarCraft II design principles for fully or partially sketched heightmaps. By varying the thresholds for the placement of resources, more or fewer resources can be created consistently with the pattern of a single map. We further propose that these networks can be used to help understand the design principles of StarCraft II maps, and by extension other, similar types of game content.
Original language | English (US) |
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Pages (from-to) | 46-52 |
Number of pages | 7 |
Journal | Proceedings - AAAI Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE |
Volume | 12 |
Issue number | 2 |
DOIs | |
State | Published - Oct 8 2016 |
Event | Workshops of the 12th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2016 - Burlingame, United States Duration: Oct 8 2016 → Oct 9 2016 |
ASJC Scopus subject areas
- Artificial Intelligence
- Computer Graphics and Computer-Aided Design
- Computer Science Applications
- Human-Computer Interaction
- Software