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by yorwba 3309 days ago
I think the literature on instruction scheduling might also be relevant for build order planning. You have a set of things to build (= instructions to execute) in the shortest amount of time, using the available production facilities (= execution units). Except in most games you can build additional factories, which doesn't really have an equivalent in CPUs.
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> which doesn't really have an equivalent in CPUs.

But it does have an equivalent in scalable cloud infrastructure, where you can literally download more RAM, cores, etc.

An additional difficulty is that the fastest way to achieve a build/goal often means you are weak/exposed at crucial moments in the game
> in most games you can build additional factories

You can't just buy addition execution units? Sure there are limiting factors - in games as well.

Which scheduler automatically inserts instructions to add more ALUs to its CPU? ;)
Well, I did take a step back from the instruction pipeline analogy, but it's still covered by operations research and mathematical optimization.

The cost of waking a sleeping CPU core is perhaps comparable to the cost of building a factory in-game. Whereas, building a ton of factories that can't be saturated by the incoming cash money is comparable to building a superscalar processor architecture that can't be saturated by the cache memory.