On November 16 2009 08:24 JohannesH wrote: Theres no way you can look at every possible situation and just pick a "right strategy" for each and every one.
Of course you can. It's always possible to pick a correct option. If you had said that there was no way you can pick the right strategy for each situation, I'd agree with you - there's a lot of situations where there are multiple options with similar "value" in game theory terms, but none where there is literally NO option with value. There's always something you can do.
Or is there? It would be interesting to see an AI's "gg" code for deciding it had no chance of winning a game.
Mmm haven't really used C or C++ in about 4 years. Time to re-familiarize~~. Btw, is it just me or do the replay analysis methods in the example AI not actually work (as in it crashes BW).
On November 16 2009 08:24 JohannesH wrote: Theres no way you can look at every possible situation and just pick a "right strategy" for each and every one.
Of course you can. It's always possible to pick a correct option. If you had said that there was no way you can pick the right strategy for each situation, I'd agree with you - there's a lot of situations where there are multiple options with similar "value" in game theory terms, but none where there is literally NO option with value. There's always something you can do.
Or is there? It would be interesting to see an AI's "gg" code for deciding it had no chance of winning a game.
I think he meant there was no practical/computationally tractable way to do so.
On November 16 2009 08:24 JohannesH wrote: Theres no way you can look at every possible situation and just pick a "right strategy" for each and every one.
Of course you can. It's always possible to pick a correct option. If you had said that there was no way you can pick the right strategy for each situation, I'd agree with you - there's a lot of situations where there are multiple options with similar "value" in game theory terms, but none where there is literally NO option with value. There's always something you can do.
Or is there? It would be interesting to see an AI's "gg" code for deciding it had no chance of winning a game.
I think he meant there was no practical/computationally tractable way to do so.
I've been working on a simple 5 pool bo, and I find it extremely inconvenient that there is no decent way (or at least I can't seem to find one) to know when a unit becomes fully operational, and what unit an egg is morphing into.
On November 13 2009 11:41 AssuredVacancy wrote: 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.
How are you building? I don't know how much extra code you've written, but mine compiles in a matter of seconds :O
You could also I'm sure set it so that the output directory is the BWAPI folder
On November 20 2009 07:06 Boblion wrote: Can you guys post some reps of your AI ? :p
Ya that would be really entertaining and fun to check out!
We started a replay thread @ the BWAPI forum, but not much has been submitted there yet. TL.net is probably more active and look forward to seeing the progress ppl are having w/ their bots.
Ah, all of this seems quite complicated. Maybe people could get to work on the build order part. I think it's the LUA scripts? http://www.broodwarai.com/forums/index.php?showtopic=661 Though you'll have to ask questions there, not really sure on it. But if that part is similar to regular AI scripting then people shouldn't have too hard a time with it.
oh right... I'm a friend of one of the guys involved on it so I was able to watch it. sorry. But I'll say this, the dragoon micro is amazing. If bisus dragoon micro is 3-4, this would be 10
Amazing. Anyone still doubting these things beating top koreans?
Very cool. I think I would like to see some dragoon vs zealot (or other melee), to really see how effective it could be. You could theoretically micro to take basically no hits from the slower melee units.