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DATA ANALYSIS

DATA ANALYSIS. BACKGROUND. Real-Time Strategy(RTS) game released by Blizzard Entertainment at 1998. Three races: Terran, Zerg, Protoss. GAME TERMINOLOGY. Building. Unit. GAME TERMINOLOGY. Resources: Currency required in the game to buildings and units. Two kind: mineral and gas.

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DATA ANALYSIS

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  1. DATA ANALYSIS

  2. BACKGROUND Real-Time Strategy(RTS) game released by Blizzard Entertainment at 1998. Three races: Terran, Zerg, Protoss

  3. GAME TERMINOLOGY Building Unit

  4. GAME TERMINOLOGY Resources: Currency required in the game to buildings and units. Two kind: mineral and gas. Upgrade: Enhancements unit/building attack and defense powers. Bought from different buildings. Fog of War: Fog that prevents a player to see all the game map Line of Sight: Determines how much fog of war a unit/building uncovers Build: Strategy followed by a player(i.e chosen buildings, units, how many of them) Base: Concentration of buildings. Usually near mineral and gas resources, with a main building at the center.

  5. DATA SET http://eis.ucsc.edu/StarCraft_Data_Mining About four thousand collected game replay data. Collected through StarCraft fan sites. Labeled by expert gameplayers. Attributes: First building times of buildings and first training times of units. Numerical values with interval scale. Class attribute: Middle Game Build. Categorical. Seven for each of three races.

  6. AIMS • Predicting middle game strategy real time • Searching for gameplay patterns of professional players

  7. DATA MINING

  8. ‘UNKNOWN’ CLASS

  9. MOST USED/UNUSED BUILDSPROTOSS Protoss vs Zerg fast expansion -> %51,7 fast observer -> 1 Protoss vs Terran fast observer -> %34,2 fast expansion -> %33,3 carrier -> %0,8 Protoss vs Protoss fast observer -> 34,4 carrier -> %0,5

  10. MOST USED/UNUSED BUILDSTERRAN Terran vs Zerg Bio -> %88,4 Vulture Harass %0,5 Terran vs Protoss Siege Expansion -> %23,8 Two Factory -> %20,3 Fast Dropship -> %8,9 Terran vs Terran Vulture Harass -> %38 Two Factory %31,6 Standard %0,2

  11. MOST USED/UNUSED BUILDSZERG Zerg vs Terran Three Hatch Mutalisk %31,8 Hydralisk Rush %1,3 Zerg vs Protoss Hydralisk Mass %61 Lurker %3,8 Zerg vs Zerg Two Hatch Mutalisk -> %92,5 Lurker -> %0,1 Standard -> %0,1

  12. CLASSIFACTIONDECISION TREE Weka J48 (C4.5) Decision Tree (%75 of file training, %25 testing) Protoss vs Protoss (%71 correct classification) Protoss vs Terran (%90 correct classification) Protoss vs Zerg (%86 correct classification) Terran vs Terran (%85 correct classification) Terran vs Protoss (%88 correct classification) Terran vs Zerg (%91 correct classification) Zerg vs Zerg (%98 correct classification) Zerg vs Protoss (%87 correct classification) Zerg vs Terran (%86 correct classification)

  13. CLASSIFICATION AMONG DIFFERENT OPPONENTS Protoss Best Case: %73 Worst Case: %43 Terran Best Case: %68 Worst Case: %22 Zerg Best Case: %85 Worst Case: %38

  14. RESULTS & COMMENTS • Worst Cases happen when the opponent is Zerg. Over usage of one strategy makes the data biased. • Terran and Protoss change the execution style of strategies against different opponents • Zerg usually has similar style of strategy execution against different opponents.

  15. REAL TIME CLASSIFICATION Results are generally good but useless in a real StarCraft game. Mid Game Strategies are executed about 15th-20th minute of a game Players don’t have information on exact building times Rebuild the data set as ordinal values by discretization(via RapidMiner) Don’t count values after 12th minute of the game

  16. CLASSIFICATION AFTER REBUILDING Weka J48 (C4.5) Decision Tree (%75 of file training, %25 testing) Protoss vs Protoss (%80 correct classification) Protoss vs Terran (%83 correct classification) Protoss vs Zerg (%88 correct classification) Terran vs Terran (%81 correct classification) Terran vs Protoss (%74 correct classification) Terran vs Zerg (%91 correct classification) Zerg vs Zerg (%98 correct classification) Zerg vs Protoss (%87 correct classification) Zerg vs Terran (%86 correct classification)

  17. FEATURE ELIMINATION Trees are too complex to determine a rule Features with very low number of occurences are removed Also features that doesn’t appear until 12th are removed

  18. Protoss Build Pruned Decision Tree (C4.5)

  19. Terran Build against Protoss

  20. Zerg vs Terran Build

  21. Zerg vs Protoss Pruned Decision Tree

  22. PROFESSIONAL PLAYER PATTERNS Tests with RIMARC: Terran Two Factory Build Terran Siege Expansion Build

  23. PROFESSIONAL PLAYER PATTERNS Terran Bio Build Terran Fast Dropship Build

  24. USEFUL DATA OBTAINED • When the opponent is Zerg build is usually fixed • For Protoss and Terran execution of strategies differs according to opponent race • Rules to determine opponent build early in game • Some patterns for different builds

  25. THANKS FOR LISTENING QUESTIONS..

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