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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
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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
Maps I • (2)HeartbreakRidge 128x96, (2)Destination 128x96 • (3)TauCross 128x128, (2)Benzene 128x128, (3)Aztec.scx 128x128
Maps II • (4)Python 128x128 (4)EmpireoftheSun 128x128 • (4)CircuitBreaker 128x128 (4)Fortress 128x128 (4)Andromeda 128x128
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 %
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?