  Real-Time Strategy (RTS) game unit generation is an unexplored area of
Procedural Content Generation (PCG) research, which leaves the question of how
to automatically generate interesting and balanced units unanswered. Creating
unique and balanced units can be a difficult task when designing an RTS game,
even for humans. Having an automated method of designing units could help
developers speed up the creation process as well as find new ideas. In this
work we propose a method of generating balanced and useful RTS units. We draw
on Search-Based PCG and a fitness function based on Monte Carlo Tree Search
(MCTS). We present ten units generated by our system designed to be used in the
game microRTS, as well as results demonstrating that these units are unique,
useful, and balanced.
