• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:24
CET 02:24
KST 10:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
$5,000+ WardiTV 2025 Championship4[BSL21] RO32 Group Stage3Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win92025 RSL Offline Finals Dates + Ticket Sales!10
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Starcraft, SC2, HoTS, WC3, returning to Blizzcon! Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win 5.0.15 Patch Balance Hotfix (2025-10-8) TL.net Map Contest #21: Voting
Tourneys
$5,000+ WardiTV 2025 Championship Sea Duckling Open (Global, Bronze-Diamond) $3,500 WardiTV Korean Royale S4 WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
SnOw's ASL S20 Finals Review [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ Practice Partners (Official) [ASL20] Ask the mapmakers — Drop your questions
Tourneys
BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION [ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Current Meta How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Dating: How's your luck? Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Why we need SC3
Hildegard
Career Paths and Skills for …
TrAiDoS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1534 users

StarCraft AI Competition (2010) - Page 3

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 8 9 10 Next All
Shivaz
Profile Blog Joined March 2009
Canada1783 Posts
Last Edited: 2009-11-13 02:29:41
November 13 2009 02:26 GMT
#41
On November 13 2009 09:45 CaptainPlatypus wrote:
Show nested quote +
On November 13 2009 09:03 AssuredVacancy wrote:
I'm thinking if you're playing against T as zerg or protoss, you just rush in the beginning with 5 workers and do perfect hit and run micro on the scvs.

More realistic examples of this, such as perfect vulture-versus-zealot micro when you have 20 vultures instead of 2, perfect storm placement, perfect muta micro, et cetera, will probably be the only thing that allows a non-learning AI to compete with a skilled (Flash-level) player. The real challenge, in my mind, would be teaching things like anticipation; a human player can draw a lot of information from something as subtle as what direction a unit is coming from or how many zerglings he sees or whether a cybernetics core is spinning. How do you teach an AI to make the same judgments?

On a similar note, how do you teach an AI when to tech switch to carriers, or when to go with ultras instead of defilers, or how many factories to add?


Alot of Bw AI is hard coded, so no you can't have perfect micro. Infact you can't really change the way the AI micros at all.

edit: well with the new BWAPI it may be possible
tarpman
Profile Joined February 2009
Canada719 Posts
November 13 2009 02:28 GMT
#42
I probably won't submit an entry to this (although I might change my mind if I take an AI course between now and the deadline), but I'll definitely be grabbing their example code and having some fun. I had no idea BWAPI gave you that level of control.
Saving the world, one kilobyte at a time.
Archon_Wing
Profile Joined May 2004
United States378 Posts
November 13 2009 02:29 GMT
#43
On November 13 2009 11:26 Shivaz wrote:
Show nested quote +
On November 13 2009 09:45 CaptainPlatypus wrote:
On November 13 2009 09:03 AssuredVacancy wrote:
I'm thinking if you're playing against T as zerg or protoss, you just rush in the beginning with 5 workers and do perfect hit and run micro on the scvs.

More realistic examples of this, such as perfect vulture-versus-zealot micro when you have 20 vultures instead of 2, perfect storm placement, perfect muta micro, et cetera, will probably be the only thing that allows a non-learning AI to compete with a skilled (Flash-level) player. The real challenge, in my mind, would be teaching things like anticipation; a human player can draw a lot of information from something as subtle as what direction a unit is coming from or how many zerglings he sees or whether a cybernetics core is spinning. How do you teach an AI to make the same judgments?

On a similar note, how do you teach an AI when to tech switch to carriers, or when to go with ultras instead of defilers, or how many factories to add?


Alot of Bw AI is hard coded, so no you can't have perfect micro. Infact you can't really change the way the AI micros at all.


That is true of current scripting, which is very limited, but BWAPI http://code.google.com/p/bwapi/ is able to go beyond these limitations.
Nothing witty here atm
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 13 2009 02:41 GMT
#44
Gah testing my code is so annoying. It takes 3 min just to compile the DLL, then I have to drag that DLL into the BWAPI folder, then I have to set up a match in sc to see the results. Sometimes SC crashes because of a runtime error but I have no idea what caused it.
We spend our youth attaining wealth, and our wealth attaining youth.
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
Last Edited: 2009-11-13 03:27:47
November 13 2009 03:27 GMT
#45
Any kind of modding in Starcraft demands of one the utmost patience and tranquility of mind. Modding starcraft is not a hobby, it's an art of which demands from you the ultimate sacrifice of your soul and mind. This is not like Supreme Commander or Source - Starcraft is out to get you. It will drain you of all will to live and all things that are good and majestic in the world will be drowned away by a sea of suffering and despair.

Master your zen, and you may master Starcraft.
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
November 13 2009 04:49 GMT
#46
thats so sweet i would love to play against an awesome AI.

any AIs' to occupy my time for now though? :D
Graphicssavior[gm] : What is a “yawn” rape ;; Masumune - It was the year of the pig for those fucking defilers. Chill - A clinic you say? okum: SC without Korean yelling is like porn without sex. konamix: HAPPY BIRTHDAY MOMMY!
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
Last Edited: 2009-11-13 04:51:38
November 13 2009 04:51 GMT
#47
On November 13 2009 13:49 alffla wrote:
thats so sweet i would love to play against an awesome AI.

any AIs' to occupy my time for now though? :D


Entropy is a good place to start, available at www.broodwarai.com . There's a few more on the forum as well if you feel like having a look around.

It won't challenge you if you're a good player, so it's recommended to play 1v2, 1v3 or so, due to the hardcoded limitations mentioned previously.
Archon_Wing
Profile Joined May 2004
United States378 Posts
Last Edited: 2009-11-13 05:25:44
November 13 2009 05:13 GMT
#48
Yea, it's pretty much the same as the default except with a less terrible build order and more units (or worse in same cases -_-) It still can't handle walls or luring its workers away at the beginning. The worst is that it can't handle neutral buildings/mineral blocks so a lot of new maps are out of the question.

Most people here are probably better off playing BWAI's Gold Racine Rebels if you want a 1v1. Yes it cheats, but at least it'll be a bit more challenging.
Nothing witty here atm
leetchaos
Profile Blog Joined November 2008
United States395 Posts
November 13 2009 06:06 GMT
#49
It seems like in a lot of the micro maps for this there would be a lot of stalemates. Surely a good AI wouldn't engage when it knows it will lose, and with perfect pathfinding (which I mean, they have a year to write) it seems like they could go on forever.
nicoaldo
Profile Joined March 2009
Argentina939 Posts
Last Edited: 2009-11-13 06:28:41
November 13 2009 06:19 GMT
#50
a computer that plays extremely safe and has perfect macro (never misses pylons/depots/ovies, spends all the money right away, etc) would be so imba...
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
Last Edited: 2009-11-13 09:01:01
November 13 2009 08:51 GMT
#51
Fascinating. The level of control offered by BWAPI sounds promising (assuming it offers the same level of unit control as a human player will have).

I can guarantee that in the complete-game competition, 99% to 100% of ones time will be spent making an AI that can survive, if not win in, the first few minutes of the game. If you're not confident in your AI's ability to survive the opening of the game, then any time you spend on its abilities beyond that is a waste of time.

The first step in making a winning AI will be to either:
a) execute a well-timed, well-microed 4-pool, or
b) defend against such a 4-pool with good micro.

If you can't do one of these, then you might as well not bother entering (unless you assume all the other entrants will similarly incapable ).
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
November 13 2009 10:06 GMT
#52
On November 13 2009 08:00 toopham wrote:
This competition is a little unfair isn't it?

To make a good AI for starcraft you would need to know build orders for each match up.
scout and detect what your opponent is making. Then play accordingly to what your opponent is doing.

This requires you to be at least D+ just to make good AI for starcraft.
So the people who play SC competitively have an advantage.


That's not always true.
The optimal actions are searched and maxed over sometimes, instead of hard coded in and directed.

When I coded my AI pacman for class, he had some incredibly ingenius manuvers that a human could never top, yet nowhere in the Pacman's code explicitly indicated that such manuvers should be executed.

Pacman simply played 1000 games of pacman and understood the environment and came up the moves himself.

I'll see if I can enter, it looks mad fun. If anyone else want to do it with me I'm very interested. I am currently taking algorithm and artificial intellegence and I'm a pretty good problem solver.

Hit me up, we should form a TL team and rape those UC santa cruz fools
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Boblion
Profile Blog Joined May 2007
France8043 Posts
November 13 2009 10:28 GMT
#53
My problem with the AI is that they just don't play like humans so you learn nothing ( except mechanics ) when you play against it.
It is more interesting to play a D guy than the [l33t]haxorEntropy 15.0 version.
fuck all those elitists brb watching streams of elite players.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
November 13 2009 10:30 GMT
#54
The tournament looks doable, the things to consider pretty much stops at zealot/dragoon.

I have a feeling as long as you have a robust BO to churn out massive units you'll be fine
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
darktreb
Profile Joined May 2007
United States3016 Posts
November 13 2009 10:49 GMT
#55
I think you guys are overthinking how complicated the best player will be.

The goal here is not to write an AI that beats a person - it's to write an AI that beats other AIs. It's really a completely different ballgame when you know your opponent will also be an AI.

It's easy to imagine an AI that has perfect standard play until the 9 minute mark. It's a lot harder to imagine this AI handling the various cheeses that other AIs will undoubtedly attempt to execute - I mean even HUMANS have trouble with that.

Being aggressive and playing a simple strategy will have a higher expected win rate in my opinion. Reason being, if you're aggressive in AI, you dictate the flow of the game and accomplish the following:
1) decrease the likelihood of a surprise
2) increase the likelihood of a disastrous surprise for an AI

Point 2 is really important - unexpected things that are trivial to people can be absolutely disastrous in AI. You will never cover all the edge cases no matter how much testing you do. Can you imagine a standard Protoss AI reacting to a Drone Drill (which wouldn't be that hard to code)?
darktreb
Profile Joined May 2007
United States3016 Posts
November 13 2009 10:52 GMT
#56
On November 13 2009 17:51 Bill307 wrote:
Fascinating. The level of control offered by BWAPI sounds promising (assuming it offers the same level of unit control as a human player will have).

I can guarantee that in the complete-game competition, 99% to 100% of ones time will be spent making an AI that can survive, if not win in, the first few minutes of the game. If you're not confident in your AI's ability to survive the opening of the game, then any time you spend on its abilities beyond that is a waste of time.

The first step in making a winning AI will be to either:
a) execute a well-timed, well-microed 4-pool, or
b) defend against such a 4-pool with good micro.

If you can't do one of these, then you might as well not bother entering (unless you assume all the other entrants will similarly incapable ).


I didn't see this at first but I agree.

I expect 9 pool (which also sufficiently counters 5 pool) speed to dominate, with a possible Lurker or Muta followup. Basically an all-in build that is resistant to other early all-in builds, and which dictates the flow of the game at virtually all times.
JFKWT
Profile Blog Joined December 2008
Singapore1442 Posts
November 13 2009 12:37 GMT
#57
On November 13 2009 19:06 evanthebouncy! wrote:
Show nested quote +
On November 13 2009 08:00 toopham wrote:
This competition is a little unfair isn't it?

To make a good AI for starcraft you would need to know build orders for each match up.
scout and detect what your opponent is making. Then play accordingly to what your opponent is doing.

This requires you to be at least D+ just to make good AI for starcraft.
So the people who play SC competitively have an advantage.


That's not always true.
The optimal actions are searched and maxed over sometimes, instead of hard coded in and directed.

When I coded my AI pacman for class, he had some incredibly ingenius manuvers that a human could never top, yet nowhere in the Pacman's code explicitly indicated that such manuvers should be executed.

Pacman simply played 1000 games of pacman and understood the environment and came up the moves himself.

I'll see if I can enter, it looks mad fun. If anyone else want to do it with me I'm very interested. I am currently taking algorithm and artificial intellegence and I'm a pretty good problem solver.

Hit me up, we should form a TL team and rape those UC santa cruz fools

Hey the pacman thing is pretty cool O_O

Quote from slashdot:
"Instead of an AI that can win at Starcraft, maybe they ought to try to build an AI that can finish Starcraft 2.

Apparently, that's a much greater challenge."
The calm before the storm / "loli is not a crime, but meganekko is the way to go!"
meeple
Profile Blog Joined April 2009
Canada10211 Posts
November 13 2009 13:18 GMT
#58
Does anyone know if the starcraft AI have knowledge about what a player is doing without needing to scout? If they do, it would make programming alot easier. No need to interpret actions
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
Last Edited: 2009-11-13 13:34:30
November 13 2009 13:28 GMT
#59
On November 13 2009 21:37 JFKWT wrote:
Show nested quote +
On November 13 2009 19:06 evanthebouncy! wrote:
On November 13 2009 08:00 toopham wrote:
This competition is a little unfair isn't it?

To make a good AI for starcraft you would need to know build orders for each match up.
scout and detect what your opponent is making. Then play accordingly to what your opponent is doing.

This requires you to be at least D+ just to make good AI for starcraft.
So the people who play SC competitively have an advantage.


That's not always true.
The optimal actions are searched and maxed over sometimes, instead of hard coded in and directed.

When I coded my AI pacman for class, he had some incredibly ingenius manuvers that a human could never top, yet nowhere in the Pacman's code explicitly indicated that such manuvers should be executed.

Pacman simply played 1000 games of pacman and understood the environment and came up the moves himself.

I'll see if I can enter, it looks mad fun. If anyone else want to do it with me I'm very interested. I am currently taking algorithm and artificial intellegence and I'm a pretty good problem solver.

Hit me up, we should form a TL team and rape those UC santa cruz fools

Hey the pacman thing is pretty cool O_O

Quote from slashdot:
"Instead of an AI that can win at Starcraft, maybe they ought to try to build an AI that can finish Starcraft 2.

Apparently, that's a much greater challenge."


You could probably get away with watching a few key games, and reading liquipedia. Although I don't think that would help you very much in defending 4-9 pools.


edit: you get perfect macro, decent micro, and you might be able to use scv stacking (to defend against 4 pools). Mines vs goons don't matter, zeals vs vults don't matter in earlygame (vults win with perfect micro), and then you should be able to have vults meatshield for tanks. I'm not sure how you would deal with mineral blocks, without sending out units scouting basically randomly. Especially 0 mineral blocks, 16 mineral blocks, or neutral building blocks. Medusa and, more notably, monty hall could be very difficult. Also, Sin peaks/other maps with differential pathing could be fairly difficult. The saving grace would be that the other ai would have a lot of trouble as well.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
azndsh
Profile Blog Joined August 2006
United States4447 Posts
Last Edited: 2009-11-13 14:45:20
November 13 2009 14:39 GMT
#60
This problem is so much harder than a lot of you are giving credit for. In fact the more I think about it, the more I'm convinced that an AI developed by anything less than a full-time development team of really good players would have any semblance of a chance against a top human player.

StarCraft is such a bad game to try to develop an AI for in the sense that there's just way too much knowledge required to play the game. Add to it the element of scouting and fog of war just makes the game unbelievably difficult for AI to play.

On November 13 2009 17:51 Bill307 wrote:
Fascinating. The level of control offered by BWAPI sounds promising (assuming it offers the same level of unit control as a human player will have).

I can guarantee that in the complete-game competition, 99% to 100% of ones time will be spent making an AI that can survive, if not win in, the first few minutes of the game. If you're not confident in your AI's ability to survive the opening of the game, then any time you spend on its abilities beyond that is a waste of time.

The first step in making a winning AI will be to either:
a) execute a well-timed, well-microed 4-pool, or
b) defend against such a 4-pool with good micro.

If you can't do one of these, then you might as well not bother entering (unless you assume all the other entrants will similarly incapable ).

4 pool alone isn't trivial, but multiply this by 100 and you get about how hard SC is to play at the D+/C- level.

However, I could imagine there being really good AI's for specific tasks, such as microing small number of units that could play out certain situations almost perfectly. (Stage 1)

If you really wanted to make a strong AI for a game, it would make a lot more sense to pick a different genre such as turn-based strategy (Civ), fighting games (SF4), or even first-person shooters (HL).
Prev 1 2 3 4 5 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
OSC
23:00
OSC Elite Rising Star #17
CranKy Ducklings120
Liquipedia
LAN Event
18:00
Merivale 8: Swiss Groups Day 2
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SpeCial 134
Nathanias 60
CosmosSc2 55
Vindicta 10
StarCraft: Brood War
Artosis 673
Shuttle 610
Sea 259
NaDa 68
Dota 2
monkeys_forever100
Super Smash Bros
hungrybox1047
Mew2King80
AZ_Axe74
Other Games
tarik_tv5751
shahzam483
Day[9].tv454
C9.Mang0301
WinterStarcraft211
JimRising 126
Maynarde126
ViBE49
Organizations
Other Games
gamesdonequick762
Counter-Strike
PGL152
Other Games
BasetradeTV121
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 72
• davetesta2
• Kozan
• LaughNgamezSOOP
• swagsyndrome_ 0
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21100
Other Games
• imaqtpie904
• Scarra565
• Day9tv454
Upcoming Events
The PondCast
8h 37m
LAN Event
13h 37m
Replay Cast
21h 37m
OSC
1d 10h
LAN Event
1d 13h
Korean StarCraft League
2 days
CranKy Ducklings
2 days
WardiTV Korean Royale
2 days
LAN Event
2 days
IPSL
2 days
dxtr13 vs OldBoy
Napoleon vs Doodle
[ Show More ]
BSL 21
2 days
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
2 days
Sparkling Tuna Cup
3 days
WardiTV Korean Royale
3 days
LAN Event
3 days
IPSL
3 days
JDConan vs WIZARD
WolFix vs Cross
BSL 21
3 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
4 days
Wardi Open
4 days
WardiTV Korean Royale
5 days
Replay Cast
6 days
Kung Fu Cup
6 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.