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6.3 Perception <strong>and</strong> tactical goals<br />

6.3.1 Space representation<br />

The maps on which we play restrain movement <strong>and</strong> vision of ground units (flying units are not<br />

affected). As ground units are much more prevalent <strong>and</strong> more cost-efficient than flying units,<br />

being able to reason about terrain particularities is key <strong>for</strong> tactical reasoning. For that, we<br />

clustered the map in regions. We used two kinds of regions:<br />

• BroodWar Terrain Analyser (BWTA)* 1 regions <strong>and</strong> choke-dependent (choke-centered) regions<br />

(CDR). BWTA regions are obtained from a pruned Voronoi diagram on walkable<br />

terrain [Perkins, 2010] <strong>and</strong> give regions <strong>for</strong> which chokes are the boundaries. We will note<br />

this regions “Reg” or regions.<br />

• As battles often happens at chokes, choke-dependent regions are created by doing an<br />

additional (distance limited) Voronoi tessellation spawned at chokes, its regions set is<br />

(regions \ chokes) ∪ chokes. We will note this regions “CDR” or choke-dependent regions.<br />

Figure 6.2 illustrate regions <strong>and</strong> choke-dependent regions (CDR). Results <strong>for</strong> choke-dependent<br />

regions are not fully detailed. Figure B.2 (in appendix) shows a real StarCraft map <strong>and</strong> its<br />

decomposition into regions with BWTA.<br />

Figure 6.2: A very simple map on the left, which is trans<strong>for</strong>med into regions (between chokes in<br />

dotted red lines) by Voronoi tessellation <strong>and</strong> clustering. These plain regions (numbers in red)<br />

are then augmented with choke-dependent regions (letters in blue)<br />

1 http://code.google.com/p/bwta/<br />

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