Building a trace-based system for real-time strategy game traces
Résumé
We describe the conception of a visualization and transformation tool for traces of
the real-time strategy (RTS) computer game StarCraft. The development of our tool
StarTrace is driven by the domain the traces originate from as well as the observable
elements those traces contain. We elaborate on those influences, which also include both
the structure of the existing game traces and the requirement to use these traces to improve
the performance of an machine learning (ML) agent that attempts to learn to play parts of the game.