Table of Contents
CIG 2011 StarCraft RTS AI Competition
We have a winner (see details below under results)!
The tournament was won by Skynet (Andrew Smith), followed by UAlbertaBot (David Churchill) on 2nd and Xelnaga (Ho-Chul Cho and Kyung-Joong Kim) on 3rd place. Congratulations!
Realtime Strategy (RTS) games are one of the major computer game genres and one of the few for which AI-based players (bots) have little chance to win against expert human players — if they are not allowed to cheat. We presume that competitions as this one will help to improve AI development in the RTS genre. StarCraft (by Blizzard) is one of the most popular RTS games of all time, is known to be extremely well balanced, and thus is an ideal candidate to test different AI approaches.
This competition is part of the Computational Intelligence in Games conference 2011. This year, we have two tracks, please let us know where you intend to start (of course you can do both).
|Track A||is the full game with free choice of race as also used for the The 2nd Annual AIIDE Starcraft AI Competition.|
|Track B||is the reduced game (only terran, constrained unit choice) as used last year|
For both tracks we will hold round-robin tournaments with 10 games per match and fixed time limit of 1h (to prevent endless games after resources are used up) after which the built-in StarCraft score decides the winner. The bot with the highest overall number of single-game victories is the winner of the track. See below for more info.
A PDF competition poster is here.
|Submission deadline:||August 15, 2011|
|Conference:||August 31 - September 3, 2011|
Tournament is finished, see results below.
If you have any questions or comments, please let us know via mail firstname.lastname@example.org.
|Bot Name||Main Contributor||Institution||Bot Race||Web Link|
|BroodwarBotQ||Gabriel Synnaeve||E-Motion team at INRIA Rhône-Alpes (LIG) / University of Grenoble||Protoss||http://emotion.inrialpes.fr/people/synnaeve|
|BTHAI||Johan Hagelbäck||Blekinge Institute of Technology||Zerg||http://code.google.com/p/bthai/|
|AIUR||Florian Richoux||University of Tokyo||Protoss||http://code.google.com/p/aiurproject/|
|LSAI||Douglas Patti||Lafayette College||Zerg||http://cs.lafayette.edu/~taylorm|
|EvoBot||Yujing Hu||University of Nanjing||Terran|
|Protoss Beast Jelly||Joshua Dong||Westwood High School||Protoss||http://wwbwai.sourceforge.net/|
|Xelnaga||Ho-Chul Cho||Sejong University||Protoss|
|Nova||Alberto Uriarte||IIIA-Spanish National Research Council||Terran||http://nova.wolfwork.com/|
|UAlbertaBot||David Churchill||University of Alberta, Canada||Protoss||http://webdocs.cs.ualberta.ca/~cdavid/|
Tournament is finished, see below for results.
|Bot Name||Main Contributor||Institution||Web Link|
|BTHAI||Johan Hagelbäck||Blekinge Institute of Technology||http://code.google.com/p/bthai/|
Unfortunately we have received only one submission for Track B. We therefore decided to cancel the track. Johan, we are very sorry.
As all games have been played manually, we decided to set up 2 brackets with 5 bots each on a random basis. From each bracket, the 2 best bots make it into the final round (counting the number of wins, and evaluating the direct encounters only in case of equal wins). To compensate for slight hardware differences, each pair has played two games (one on each of the two employed machines), and this has been repeated for all 5 maps used in the first round. We are aware the fact that the split into two groups is not entirely fair (as seen for the example of AIUR who won more games than the 2nd bot in the other bracket) but had to reduce the number of overall played games.
Qualified for the final round: UAlbertaBot and Skynet.
|17||40||Protoss Beast Jelly||17|
As BroodwarBotQ and BTHAI have the same number of wins, their direct encounter is evaluated which accounted 6 : 4 for the BroodwarBotQ.
Qualified for the final round: Xelnaga and BroodwarBotQ.
Note that all qualified bots play Protoss.
Maps used for the first round: (2)MatchPoint 1.3, (4)Fighting Spirit 1.3, iCCupdestination 1.1, iCCup gaia, iCCup great barrier reef
The final round was played in a similar mode as each of the first round brackets, using another set of 5 maps (see below), resulting in 30 games for each bot.
This makes Skynet (Andrew Smith) the clear winner,
followed by UAlbertaBot (David Churchill) on 2nd and
Xelnaga (Ho-Chul Cho and Kyung-Joong Kim) on 3rd place. Congratulations!
Maps used in the final round: iCCup lost temple 2.4, iCCup rush hour 3.1, iCCup swordinthemoon2.1, iCCup yellow 1.1, La_Mancha1.1
These presentations have been given by Mike and Tobias at CIG 2011 in Seoul on September 2, the first round at 9:20 AM, the final round at 14:25 PM. Powerpoint and PDF have the same contents, but the sound is only included in the Powerpoint slides.
We will most likely hold a similar tournament next year again (however, there may be slight rule changes), so you are invited to prepare your bots. In this case, you may follow these instructions:
The competition will use StarCraft Brood War 1.16.1. You must possess a legal copy of the game.
Bots for StarCraft shall use the Broodwar API, which provides hooks into StarCraft and enables the development of custom AI for StarCraft. Interfaces in many languages are available to query the current state of the game and issue orders to units. Note that due to an important bug release we decided to use BWAPI 3.6.1 as also employed for the AIIDE tournament.
Specific (tentative) ruleset for track A (this is
largely identical to the AIIDE ruleset).
Specific ruleset for this track B of the competition (nearly unchanged from last year).
Baseline (tentative) ruleset (the same as for the AIIDE competition, it basically defines what misbehavior of a bot is that would lead to disqualification).
We will largely use a pool of maps widely used for internet gaming, as e.g. the maps of the International Cyber Cup, thus we recommend using some of these also for training your bots.
Tobias Mahlmann, IT University Copenhagen
Mike Preuss, Technische Universität Dortmund
For any comments or inquiries, please write to email@example.com
StarCraft®: Brood War®
Used with permission granted to CIG. Blizzard has consented to run the competition via the Broodwar API interface, which uses a back door of the game and is not in any form related to Blizzard. Thanks!
©1998 Blizzard Entertainment, Inc. All rights reserved. StarCraft, Brood War and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S. and/or other countries.