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- STARCRAFT II AI COACH — PROJECT PROPOSAL
- =========================================
- ONE-LINE PITCH
- --------------
- A desktop coaching app that watches your StarCraft II games via screen
- capture (no game API, no injection), coaches you in real time in the
- voice and style of a partnered streamer, reviews your games afterward,
- and connects you to that streamer for paid 1-on-1 sessions with the
- prep already done.
- THE PROBLEM
- -----------
- - Most ladder players plateau on macro fundamentals: supply blocks,
- late expansions, floating resources, no creep spread, idle workers.
- - Human coaching is the fix but it is expensive, and half of a paid
- hour is the coach watching replays to find out what is wrong.
- - Build order guides are static. They do not know what you actually
- did in your last 40 games.
- - There is no supported way to read live ladder game state through the
- official API. The only path to a live coach is machine vision.
- THE PRODUCT
- -----------
- 1. LIVE COACH (runs locally, real time)
- - Screen capture of the HUD and minimap at fixed positions.
- - Small in-house neural nets read minerals, gas, supply, timer,
- worker count, production tab, creep coverage (minimap pixels).
- - Rule-based cue engine fires short audio barks in the streamer's
- voice: "supply", "inject", "gas", "you're floating", "army home".
- - Build order tracking keyed on supply count, with hard steps
- (always do X at Y supply) and conditional steps (hold unless Z
- seen) to encode "when to wait".
- - Small overlay showing next two build steps and progress marker.
- - Cue escalation and fight detection to avoid nagging.
- 2. POST-GAME REVIEW
- - Full timeline from the vision layer plus the replay file
- (replay parsing is fully supported and contains complete unit
- data, so review can cover what live vision cannot).
- - Local LLM (7-8B, fine-tuned per streamer) writes a review in the
- streamer's voice using their coaching rubric.
- - Tracks trends across games: recurring mistakes, what is fixed,
- what is not.
- 3. STREAMER PERSONAS
- - Each partnered streamer ships as a versioned package: decision
- model, coaching rubric, recorded voice lines, build library.
- - Persona decisions come from the streamer, not from generic
- strategy advice.
- 4. DIRECT-TO-STREAMER COACHING
- - "Book a session" button inside the app.
- - Before the session, the AI hands the streamer a brief: skill
- trend, top three recurring problems ranked by cost, what is
- already fine, the three replays that show it best with
- timestamps, and what the AI persona has been telling the player.
- - Streamer walks in prepped. The whole hour is teaching.
- - After the session, streamer marks what was covered and the AI
- persona adjusts emphasis for that player.
- - Player sees the same brief. Nothing about them goes to a third
- party unseen.
- HOW A PERSONA IS BUILT (WITH THE STREAMER, NOT FROM SCRAPING)
- --------------------------------------------------------------
- - HOW THEY DECIDE: parse the streamer's own replay archive into
- state -> action pairs. Train a small decision model and/or mine
- statistical rules ("at 30 supply with no forward pylon seen, third
- base 94% of the time"). Combine with interview-style rubric
- extraction: what do you look at first, what is fatal vs cosmetic,
- what is your fix for each.
- - HOW THEY TALK: LoRA fine-tune of a small local model on transcripts
- of their coaching/commentary content, filtered to coaching-relevant
- segments. Rubric in the prompt, fine-tune for voice. Kept separate
- so either can be updated alone.
- - HOW THEY SOUND: recorded lines for frequent cues; optional consented
- voice clone from clean studio audio for long-tail narration.
- - QUALITY LOOP: streamer reviews generated output in batches and marks
- what they would not say. That correction data is the primary
- training signal over time.
- - The same replay pipeline run on the PLAYER's games shows what the
- player actually does. The gap between streamer model and player
- model, expressed in the streamer's voice, is the coaching product.
- ARCHITECTURE / COST CONTROL
- ---------------------------
- - Everything real-time runs on the player's machine: vision, cues,
- TTS, rules. SC2 leaves the GPU mostly idle, so this is free.
- - Post-game review runs locally by default. Optional cloud tier with a
- stronger model, priced to cover its own cost.
- - Cloud footprint is minimal: accounts, payments, bookings, streamer
- payouts, build-order library, auto-update.
- - Variable cost per user is near zero. Margins do not shrink as it
- grows.
- - Minimum spec plus a lite mode (rule-based review only) for weaker
- hardware.
- - Do not build accounts, payments, or scheduling in-house. Stripe
- Connect plus an off-the-shelf booking tool for year one.
- BUSINESS MODEL
- --------------
- - The company owns the app, vision engine, coaching logic, platform.
- Streamers are licensing partners, not sellers.
- - SUBSCRIPTION: ~$5-10/month for the AI coach. When a subscriber uses a
- streamer's persona, that streamer receives a revenue share
- (~20-40% of that subscription). Generic personas are 100% platform.
- - BOOKING FEE: streamer sets their 1-on-1 price; platform takes
- ~15-25%.
- - Pitch to streamers leads with pre-briefed sessions ("I double your
- effective coaching rate and send you players who already know what
- they need"), not the revenue share.
- - Rough shape: 1,000 subs at $8 = ~$8k/mo gross, ~$4-5k net after
- shares and costs. 50 sessions/mo at $50 with 20% = ~$500. Niche,
- real, grows if it works. Engine ports to other games later.
- LEGAL / TRUST
- -------------
- - No streamer likeness, voice, or content used without a signed
- agreement. Original personas only until partners are onboard.
- - Training rights explicit in writing: what content may be trained
- on, model exclusive to the app, persona retired and model deleted
- if the streamer exits, streamer approval over new persona behavior
- before ship.
- - Verify current Blizzard EULA language on passive screen capture and
- overlays before launch. No input injection, no memory reading.
- - Player gameplay stays on the player's machine unless they opt in.
- ROADMAP
- -------
- PHASE 0 (weekend): capture HUD at 1080p, read minerals/gas/supply/
- time, fire a TTS cue on float or supply block. Does it feel good
- in a real game? Everything depends on this answer.
- PHASE 1: full HUD + minimap reading, build order tracker with
- hard/conditional steps, one generic persona, overlay, replay-based
- post-game review with a local model.
- PHASE 2: form the entity, sign one or two mid-sized streamers, build
- the first real persona (replay mining + rubric + recordings + LoRA),
- charge from day one.
- PHASE 3: booking + AI pre-brief pipeline, streamer dashboard, payout
- automation, post-session feedback loop.
- PHASE 4: more streamers, more races/matchups, optional cloud review
- tier, evaluate second game.
- SUCCESS CHECK: 200 paying users within a few months of Phase 2. If
- yes, push. If no, you still have a working vision engine and a fun
- tool.
- KNOWN LIMITS
- ------------
- - Live vision is strong on macro, weak on micro. Do not promise micro
- coaching live; replay review covers it after the fact.
- - Local-only distribution weakens subscription enforcement. The
- streamer content and 1-on-1 bookings are the parts that genuinely
- require the platform.
- - Small market. This is a solid side business, not a rocket.
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