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Home/ Questions/Q 3319206
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Editorial Team
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Editorial Team
Asked: May 17, 20262026-05-17T22:47:50+00:00 2026-05-17T22:47:50+00:00

An article has been making the rounds lately discussing the use of genetic algorithms

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An article has been making the rounds lately discussing the use of genetic algorithms to optimize “build orders” in StarCraft II.

http://lbrandy.com/blog/2010/11/using-genetic-algorithms-to-find-starcraft-2-build-orders/

The initial state of a StarCraft match is pre-determined and constant. And like chess, decisions made in this early stage of the match have long-standing consequences to a player’s ability to perform in the mid and late game. So the various opening possibilities or “build orders” are under heavy study and scrutiny. Until the circulation of the above article, computer-assisted build order creation probably wasn’t as popularity as it has been recently.

My question is… Is a genetic algorithm really the best way to model optimizing build orders?

A build order is a sequence of actions. Some actions have prerequisites like, “You need building B before you can create building C, but you can have building A at any time.” So a chromosome may look like AABAC.

I’m wondering if a genetic algorithm really is the best way to tackle this problem. Although I’m not too familiar with the field, I’m having a difficult time shoe-horning the concept of genes into a data structure that is a sequence of actions. These aren’t independent choices that can be mixed and matched like a head and a foot. So what value is there to things like reproduction and crossing?

I’m thinking whatever chess AIs use would be more appropriate since the array of choices at any given time could be viewed as tree-like in a way.

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  1. Editorial Team
    Editorial Team
    2026-05-17T22:47:51+00:00Added an answer on May 17, 2026 at 10:47 pm

    As TaslemGuy pointed out, Genetic Algorithms aren’t guaranteed to be optimal, even though they usually give good results.

    To get optimal results you would have to search through every possible combination of actions until you find the optimal path through the tree-like representation. However, doing this for StarCraft is difficult, since there are so many different paths to reach a goal. In chess you move a pawn from e2 to e4 and then the opponent moves. In StarCraft you can move a unit at instant x or x+1 or x+10 or …

    A chess engine can look at many different aspects of the board (e.g. how many pieces does it have and how many does the opponent have), to guide it’s search. It can ignore most of the actions available if it knows that they are strictly worse than others.

    For a build-order creator only time really matters. Is it better to build another drone to get minerals faster, or is it faster to start that spawning pool right away? Not as straightforward as with chess.

    These kinds of decisions happen pretty early on, so you will have to search each alternative to conclusion before you can decide on the better one, which will take a long time.
    If I were to write a build-order optimizer myself, I would probably try to formulate a heuristic that estimates how good (close the to the goal state) the current state is, just as chess engines do:

    Score = a*(Buildings_and_units_done/Buildings_and_units_required) - b*Time_elapsed - c*Minerals - d*Gas + e*Drone_count - f*Supply_left
    

    This tries to keep the score tied to the completion percentage as well as StarCraft common knowledge (keep your ressources low, build drones, don’t build more supply than you need). The variables a to f would need tweaking, of course.

    After you’ve got a heuristic that can somewhat estimate the worth of a situation, I would use Best-first search or maybe IDDFS to search through the tree of possibilities.

    Edit:

    I recently found a paper that actually describes build order optimization in StarCraft, in real time even. The authors use depth-first search with branch and bound and heuristics that estimate the minimum amount of effort required to reach the goal based on the tech tree (e.g. zerglings need a spawning pool) and the time needed to gather the required minerals.

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