Game Theory in Starcraft:Broodwar Build Order

http://irl.eecs.umich.edu/jamin/courses/eecs494/fall06/lectures/lecture12-balance.pdf

The link above is a pdf file that describes how game theory is used to make games more interesting. As an example, the balance among the three races of Starcraft:Broodwar showed up. The three races are Zerg, Terran, and Protoss. One of the reasons that this computer game has been such a hit is that the three races are fairly balanced in their units and the build orders, so who wins is mostly determined by who is the better player.

There are many aspects of the races that make them so well-balanced. Each race has about 13 types of units, 18 buildings, and each units have strengths and weaknesses. As a result, there are hundreds of possible armies you can make with these units, and they will all fit the rock-paper-scissors model. For example, a group of zealots(Protoss units) is superior over a group of zerglings(Zerg units); a group of firebats and medics(Terran units) is superior over a group of zealots; a group of lurkers and hydras(Zerg units) are superior over a group of firebats and medics; and so on. Each of these incidences could be formed into a game theory model, but since there are so many possibilities, it is not practical.

However, there is a general aspect about the game that can be fit into a rather simple game theory - the build orders. Basically, there are three general build orders for each race. Strategy one, S1, is staying with one base, staying poor, and going for a quick rush. Strategy two, S2, is staying with one or two bases, staying fairly rich, and going safely by responding passively. Strategy three, S3, is having two bases, staying very rich but with very little units, and leading a long match.

S1 would have a great advantage over S3 because S1 can attack very quickly before S3 produces sufficient number of units.

S2 would have a great advantage over S2 because S1 starts poor, and by the time S1’s units attack S2, S2 will have sufficient number of units to defend and rush back.

S3 would have a great advantage over S2 because S3 is richer than S2, and by the time S2’s units attack S3, S3 would have sufficient number of units to defend. Also, S3 will produce even more units as the game goes on.

As a result, the game theory model of Starcraft:Broodwar Build Order may look something like this:

If (a, b) = (Player A’s strategy, Player B’s strategy),

(S1, S1) = (0,0) ; (S1, S2) = (0,1) ; (S1, S3) = (1,0) ;

(S2, S1) = (1,0) ; (S2, S2) = (0,0) ; (S2, S3) = (0,1) ;

(S3, S1) = (0,1) ; (S3, S2) = (1,0) ; (S3, S3) = (1,1) ;

So, there is no dominant strategy for each player, which is essential to make a game interesting. However, in reality, gamers are able send scouts to see what build order the other player is planning, so it may not be a perfect model of game theory. Still, there are also many ways to prevent other player’s scouts from discovering your build. Besides, when I watch the Korean Starcraft League, it seemed that S1 beats S3, S2 beats S1, and S3 beats S2 when the players were about the same in skills.

Posted in Topics: General

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One response to “Game Theory in Starcraft:Broodwar Build Order”

  1. Ben Pu Says:

    I’ll never look at starcraft in the same way… =D

    It seems like things would get more complicated since strategies are not independent of each other (and multiple strategies can be used at the same time).

    Anyway, we’d love to see another post on the topic!



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