%0 Conference Proceedings %T Identifying Rush Strategies Employed in StarCraft II Using Support Vector Machines %+ Université de Tsukuba = University of Tsukuba %+ The University of Tokyo (UTokyo) %A Budianto, Teguh %A Oh, Hyunwoo %A Ding, Yi %A Long, Zi %A Utsuro, Takehito %Z Part 8: Poster and Interactive Session %< avec comité de lecture %( Lecture Notes in Computer Science %B 16th International Conference on Entertainment Computing (ICEC) %C Tsukuba City, Japan %Y Nagisa Munekata %Y Itsuki Kunita %Y Junichi Hoshino %I Springer International Publishing %3 Entertainment Computing – ICEC 2017 %V LNCS-10507 %P 357-361 %8 2017-09-18 %D 2017 %R 10.1007/978-3-319-66715-7_39 %K Real-time strategy game %K StarCraft II %K Rush strategy %Z Computer Science [cs]Conference papers %X This paper studies the strategies used in StarCraft II, a real-time strategy game (RTS) wherein two sides fight against each other in a battlefield context. We propose an approach which automatically classifies StarCraft II game-log collections into rush and non-rush strategies using a support vector machine (SVM). To achieve this, three types of features are evaluated: (i) the upper bound of variance in time series for the numbers of workers, (ii) the upper bound of the numbers of workers at a specific time, and (iii) the lower bound of the start time for building the second base. Thus, by evaluating these features, we obtain the optimal parameters combinations. %G English %Z TC 14 %2 https://inria.hal.science/hal-01771286/document %2 https://inria.hal.science/hal-01771286/file/978-3-319-66715-7_39_Chapter.pdf %L hal-01771286 %U https://inria.hal.science/hal-01771286 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-10507