Abstract

This paper introduces an approach describing the battle dynamics between two inhomogeneous (consisting of units of different types) armies in real-time strategy games like Starcraft 2. This approach is based on representing the armies as distributions of densities of damage per second and attributing the strengths to the armies, which in homogeneous case match the well-known Lanchester strengths. The proposed approach can be used to optimize the army composition in various conditions: in an open flat space, in narrow passages or in ground versus air battles.

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