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StarCraft AI Competition (2010)

Forum Index > BW General
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hazelynut
Profile Blog Joined December 2008
United States2195 Posts
Last Edited: 2009-11-13 00:27:04
November 12 2009 21:22 GMT
#1
A programmer friend of mine kindly left this on my Facebook wall this morning:

The Expressive Intelligence Studio at UC Santa Cruz will be hosting a StarCraft competition at AIIDE 2010:

The 2010 conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010) will be hosting a StarCraft AI competition as part of the conference program. This competition enables academic researchers to evaluate their AI systems in a robust commercial RTS environment.

The competition will be held in the weeks leading up to the conference. The final matches will be held live at the conference with commentary. Exhibition matches will also be held between skilled human players and the top performing bots.


I'm curious as to who the "skilled human players" will be. Maybe it's...

[image loading]

Hey look! It's Bisu!


Registration seems to be open until next September, so it'll probably be a while until AIIDE 2010 actually takes place. Just thought some people who like SC and programming would be interested - although it's kind of unclear as to who can participate ("participants" lists a few schools, so it might be exclusive to those schools only).

Tournament 1: Micro-management (small groups of units on flat terrains)
Tournament 2: Small-scale Combat (Stage 1 + Interesting terrain)
Tournament 3: Tech-limited game (StarCraft minus some of the more complex tech)
Tournament 4: Complete StarCraft game

EDIT: The competition's also been slashdotted, where it's being discussed by various people who don't know too much:

Perhaps a game not so dominated by rushing tactics would be a better choice of base game? It definitely seems an interesting idea, but there must be games better suited to an AI contest like this...


lol.

Source
Tournament rules
Zerg | life of lively to live to life of full life thx to shield battery | www.cstarleague.com <3
Shizuru~
Profile Blog Joined April 2009
Malaysia1676 Posts
November 12 2009 21:31 GMT
#2
there's a thread on this in the general forum already...

but still i must say, fascinating that they took up SC as the subject
meeple
Profile Blog Joined April 2009
Canada10211 Posts
November 12 2009 22:13 GMT
#3
Actually this thread contains more details... the other post should copy them before this gets closed
SonuvBob
Profile Blog Joined October 2006
Aiur21549 Posts
November 12 2009 22:18 GMT
#4
Correct forum + better OP = winner
Administrator
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
Last Edited: 2009-11-12 22:23:34
November 12 2009 22:19 GMT
#5
This is pretty cool. It would be nice to see some experienced programmers enter the community of AI programming to bring out the potential of BWAPI which these guys have been working on for a very long time.

But make no mistake, creating an AI like this is not something you'll pull out of a hat within a couple of months. This will be a tremendous workload and an incredible challenge.

A semi-similar project I beta tested for Dawn of War, called Dawn of Skirmish, introduced things like advanced dancing and better pathing and stuff like that. Not nearly as complicated as this, and that was in Lua. It was created by a strong team of programmers, and it took them years to reach what they have now.

But you could always create an AI aimed for a very specific bracket, like the micro challenge, which would be a lot easier than trying to make an all-around AI.
Archon_Wing
Profile Joined May 2004
United States378 Posts
November 12 2009 22:32 GMT
#6
Holy crap, we finally get to see a bisu bot!
Nothing witty here atm
thopol
Profile Blog Joined May 2008
Japan4560 Posts
November 12 2009 22:36 GMT
#7
I'm really not sure about the AI community for SC and how active it has been in the times since the game was initially released. There are other RTS games that I know have extensive AI-building communities that I have always considered dope as fuck. I'm really pleased to see this announcement and I'm interested to hear what comes of it.

Has there been an AI developing community surrounding StarCraft since its release? Is making AIs easy (like it is in AoK for example)? I really hadn't thought too much about SC AI because I have treated the game more seriously competitive than other games in the genre, which of course it is.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
November 12 2009 22:37 GMT
#8
They better not pick some D- noob as the 'skilled human' player.
Archon_Wing
Profile Joined May 2004
United States378 Posts
November 12 2009 22:39 GMT
#9
On November 13 2009 07:37 Jyvblamo wrote:
They better not pick some D- noob as the 'skilled human' player.


Ugh, I have a bad feeling about this lol. Reminds me of someone who wrote an "article" about an AI competition by using an FFA on BGH or something like that.
Nothing witty here atm
JiYan
Profile Blog Joined February 2009
United States3668 Posts
November 12 2009 22:51 GMT
#10
cheese the comp!
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
November 12 2009 22:52 GMT
#11
Just have the comp 5 pool :D
TranslatorBaa!
Archon_Wing
Profile Joined May 2004
United States378 Posts
Last Edited: 2009-11-12 22:55:52
November 12 2009 22:55 GMT
#12
The comp should be able to BM the player when it starts losing. Then you can truly have the online experience offline.
Nothing witty here atm
toopham
Profile Blog Joined December 2005
United States551 Posts
November 12 2009 23:00 GMT
#13
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.
DIE!!!
hazelynut
Profile Blog Joined December 2008
United States2195 Posts
November 12 2009 23:02 GMT
#14
Actually,

Bad mannered in game behavior is discouraged, but not forbidden
Zerg | life of lively to live to life of full life thx to shield battery | www.cstarleague.com <3
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
November 12 2009 23:03 GMT
#15
On November 13 2009 08:02 hazelynut wrote:
Actually,

Show nested quote +
Bad mannered in game behavior is discouraged, but not forbidden

Hahaha, that's awesome. Wish my school's AI contests used SC. t_t
thunk
Profile Blog Joined March 2008
United States6233 Posts
November 12 2009 23:08 GMT
#16
What maps are being used for the complete games? I don't know much about AIs, but wouldn't the fact that the games are played on 1 map make it much easier to program?
Every time Jung Myung Hoon builds a vulture, two probes die. || My post count was a palindrome and I was never posting again.
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
November 12 2009 23:09 GMT
#17
On November 13 2009 08:08 thunk wrote:
What maps are being used for the complete games? I don't know much about AIs, but wouldn't the fact that the games are played on 1 map make it much easier to program?


Check out the info of the tournament sections. They contain the map pools.

For the full games, they're Bo5 and the maps are supposedly,

* Python
* Andromeda
* Destination
* Tau Cross
* Heartbreak Ridge
http://eis.ucsc.edu/StarCraftTournament4
mnm
Profile Blog Joined August 2003
United States4493 Posts
November 12 2009 23:11 GMT
#18
Cool. I haven't made use of my AI degree since I graduated. This would have been great motivation.

What's the prize for winning?
http://www.teamliquid.net/store http://www.teamliquid.net/gallery/
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
November 12 2009 23:19 GMT
#19
There's no prize for winning the tourny at least.

I was thinking of getting into this. I was looking at the API and you can assign orders to individual units really easily. Instant mine killing DTs and pefect Vulture Micro sounds pretty sweet.
LTT
Profile Blog Joined March 2003
Shakuras1095 Posts
November 12 2009 23:27 GMT
#20
From the rules:

Bad mannered in game behavior is discouraged, but not forbidden

A bad mannered AI? Someone needs to get on that right away...
mucker
Profile Blog Joined May 2009
United States1120 Posts
November 12 2009 23:30 GMT
#21
thanks for posting this. really interested to play around with that api.
It's supposed to be automatic but actually you have to press this button.
cgrinker
Profile Blog Joined December 2007
United States3824 Posts
November 12 2009 23:33 GMT
#22
We were totally thinking of a Toss that would just manner Pylon and then Gas steal and shit to just break other AIs. Good times
da_head
Profile Blog Joined November 2008
Canada3350 Posts
November 12 2009 23:34 GMT
#23
o.o
if they could make some decent ai, wouldn't this open up the possibility to decent practice partners? (i know it can never replace a human but better than what we have now xD)
When they see MC Probe, all the ladies disrobe.
jalstar
Profile Blog Joined September 2009
United States8198 Posts
November 12 2009 23:48 GMT
#24
how will the ai bm?
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 13 2009 00:03 GMT
#25
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.
We spend our youth attaining wealth, and our wealth attaining youth.
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
November 13 2009 00:45 GMT
#26
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?
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 13 2009 00:50 GMT
#27
Fuck, can anyone build this in vc++? I keep getting unresolved symbol errors...
We spend our youth attaining wealth, and our wealth attaining youth.
thopol
Profile Blog Joined May 2008
Japan4560 Posts
Last Edited: 2009-11-13 00:54:52
November 13 2009 00:54 GMT
#28
On November 13 2009 08:27 LTT wrote:
From the rules:

Bad mannered in game behavior is discouraged, but not forbidden

A bad mannered AI? Someone needs to get on that right away...

Perhaps IdrAI?

EDIT: ...I didn't take that boner guy's blog post to heart.
ShloobeR
Profile Blog Joined April 2008
Korea (South)3819 Posts
November 13 2009 00:54 GMT
#29
Man... I would love to see a perfect zerg play... dropping each individual zergling back as soon as it's near death... it would be madness...
: o )
seRapH
Profile Blog Joined April 2009
United States9776 Posts
November 13 2009 01:02 GMT
#30
if you could teach to ai to manner cc or proxy hatch or mind control bm when its winning by a large margin, then i think it'd be auto-win. it's discouraged, but only because games would be too short.
boomer hands
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 13 2009 01:10 GMT
#31
Nice... I just compiled it. Time to program in hit and run micro for probes.
We spend our youth attaining wealth, and our wealth attaining youth.
jalstar
Profile Blog Joined September 2009
United States8198 Posts
Last Edited: 2009-11-13 01:17:02
November 13 2009 01:12 GMT
#32
Bajadulce
Profile Joined October 2004
United States322 Posts
November 13 2009 01:30 GMT
#33
Really cool and exciting.

The students/advisors working on this have impressive resume's and there must be a dozen phd's in the group. So these guys aren't your everyday hobbyists. This will be interesting to see what comes of this.

On a not so grandiose scale, Entropy and I have been running an AI vs. AI competition for the past 5 years. It isn't as complex as this, but it has been fun for us non-programing, everyday folks. Definitely "home brewed" and worth a check out. Panda Zerg, Archon_Wing FE Protoss, and Racine's Terran are especially noteworthy.
BWAIWar4 @ BWAI.com

[image loading]
Planar Erratus: (www.broodwarai.com/mods/peai) Where the worlds of Baldur’s Gate, Arcanum, Diablo, Icewind Dale, Torment, and Warcraft collide with Starcraft. Don't question, just play! ... Dedicated to all my TL.net friends and old schoolers!
besiger
Profile Blog Joined July 2006
Croatia2452 Posts
November 13 2009 01:35 GMT
#34
i would really love some decent AI's to play against when im not in the mood for human interaction ! These blizzard programed scrubs just arent doing the trick ! There used to be some fun Ai's back in the day but they would just periodically gain a mass of units, or to simulate a lurk drop they would just spawn 4 in your base, it was all predictable but it would still make for some good fun, and i would still be using those entropy bots if they worked on icc ^^
A weak will coupled with delusions of grandeur
Archon_Wing
Profile Joined May 2004
United States378 Posts
Last Edited: 2009-11-13 02:16:49
November 13 2009 01:43 GMT
#35
On November 13 2009 10:30 Bajadulce wrote:
On a not so grandiose scale, Entropy and I have been running an AI vs. AI competition for the past 5 years. It isn't as complex as this, but it has been fun for us non-programing, everyday folks. Definitely "home brewed" and worth a check out. Panda Zerg, Archon_Wing FE Protoss, and Racine's Terran are especially noteworthy.
BWAIWar4 @ BWAI.com


Oh god don't tell people about the toss that Forge FE's against Terran but doesn't against zerg >.< (It was changed but I'm too lazy to submit anything else) It's just that the terran comp w/o micro can't handle cannons. Nor can it micro goons for shit, but yea. =d At least it can beat zim, I'm sure.
Nothing witty here atm
jalstar
Profile Blog Joined September 2009
United States8198 Posts
November 13 2009 01:48 GMT
#36
pandazerg is pretty challenging if you don't build air units.
SonuvBob
Profile Blog Joined October 2006
Aiur21549 Posts
November 13 2009 02:03 GMT
#37
On November 13 2009 08:27 LTT wrote:
From the rules:

Bad mannered in game behavior is discouraged, but not forbidden

A bad mannered AI? Someone needs to get on that right away...

yes, away ^^

+ Show Spoiler +
ok so it's not bm, but it'd pass the sc turing test
Administrator
Archon_Wing
Profile Joined May 2004
United States378 Posts
Last Edited: 2009-11-13 02:15:12
November 13 2009 02:06 GMT
#38
I'm not very familiar with BWAPI but I recall it being able to display text strings (make comp talk) but it took me 20 minutes just to make it call me a noob.

For regular scripting I know it's possible with debug strings and have it talk when a condition is met. The AI can detect units or buildings, as well as your race. It can also detect its own building, meaning you can find a way to BM more when it's losing (say, no Command Center) So you can make race specific insults, or inform the player that building carriers is a valuable skill. It can be randomized too. For some reason, there's also a command that crashes the game; apparently you can get an AI to crash hack. :D

But of course BWAPI seems to be able to detect more of this far better, so yea it could be pretty funny.
Nothing witty here atm
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
November 13 2009 02:10 GMT
#39
someone needs to make a zerg one that just 4 pools and bm's "LOL S**TC**T" whenever it has X ammount of kills pretty much securing its victory or says "f**k you" and leaves if u loses its first 8 zerglings wihtout X amount of kills.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
konadora *
Profile Blog Joined February 2009
Singapore66357 Posts
Last Edited: 2009-11-13 02:26:28
November 13 2009 02:25 GMT
#40
On November 13 2009 08:27 LTT wrote:
From the rules:

Bad mannered in game behavior is discouraged, but not forbidden

A bad mannered AI? Someone needs to get on that right away...

AI leaves without typing gg after building a manner cc
POGGERS
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).
MorroW
Profile Joined August 2008
Sweden3522 Posts
November 13 2009 15:15 GMT
#61
these bots are going to suck really hard or even crash in the tournament

micro and decision making is too extreme to actually pull of in such a short period of time

will be really interesting to watch it tho
Progamerpls no copy pasterino
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
Last Edited: 2009-11-13 16:19:56
November 13 2009 16:17 GMT
#62
from slashdot

Human Advantages:
Imagined Prediction Advantage
Flexible Stategies
Arguably Faster Learning

AI Advantages:
Able to command all units at once
Usually More efficient w/ resources
Instant Macro management

Korean Advantages:
Superior Strategies
Advanced Prediction
Flexible Tactics
Arguably Faster Learning
Able to command all units at once
Usually More efficient w/ resources
Instant Macro management


Clever

Although this challenge is going to be pretty hard, at least for the full game simulation.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Jakalo
Profile Blog Joined March 2009
Latvia2350 Posts
November 13 2009 16:19 GMT
#63
On November 14 2009 01:17 GHOSTCLAW wrote:
from slashdot
Show nested quote +

Human Advantages:
Imagined Prediction Advantage
Flexible Stategies
Arguably Faster Learning

AI Advantages:
Able to command all units at once
Usually More efficient w/ resources
Instant Macro management

Korean Advantages:
Superior Strategies
Advanced Prediction
Flexible Tactics
Arguably Faster Learning
Able to command all units at once
Usually More efficient w/ resources
Instant Macro management


Clever


lol too true

*sad*
Nostalgia is not as good as it used to be.
Terranist
Profile Blog Joined March 2009
United States2496 Posts
November 13 2009 16:30 GMT
#64
they should get the guys that created Deep Blue to enter.
The Show of a Lifetime
ix
Profile Joined July 2003
United Kingdom184 Posts
November 13 2009 17:12 GMT
#65
I bet this will be like some of the other academic AI in games (the Quake 3 engine is used for a lot of AI research) in that it's apparently trying to do very sophisticated things but the end result is very poor in game terms and is marred by the coder's lack of game experience and understanding.
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2009-11-13 17:19:51
November 13 2009 17:18 GMT
#66
On November 13 2009 23:39 azndsh wrote:
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.

Show nested quote +
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).

Yea you are so right. An Ai can get a perfect aim in FPS and i think that most of the turn-based strategy games can be solved by brute force ( or at least the comp can take the best Ev+ decisions ).
A real time strategy game like stacraft is the hardest thing for an AI.
fuck all those elitists brb watching streams of elite players.
SultanVinegar
Profile Blog Joined May 2009
United States372 Posts
November 13 2009 17:35 GMT
#67
Yeah I'm not sure how good the AI's will be able to get without slowing the game down. But, I'm fucking pumped to work on this for the next year.
I'm a Flash man.
SirKibbleX
Profile Blog Joined October 2006
United States479 Posts
November 13 2009 17:41 GMT
#68
If you've ever lost to one of the game's pre-built AIs when you were first learning SC, then you know that its possible for a comp to beat a human. In fact, a good AI is theoretically much, much better than you. I await the programmer who can 'prove' whether or not a probe/drone can kill well-micro'd terran workers without taking a single hit.

The beauty of this competition is that it will inevitably lead to newer, better modules. If someone can focus all their effort on one small task, like one person focuses purely on perfecting zergling vs. zergling combat for the micro competition, and another person focuses purely on writing a code for optimizing psionic storms, the larger AIs will be able to take those small-scale functions and algorithms and apply them to create a better and better system. I'd say in 2-3 years the AI could be able to beat humans 100%, but AIs may continue to become better and better and better...
Praemonitus, Praemunitus.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
November 13 2009 18:30 GMT
#69
If someone wants to make a TLnet team AI, I'm in. In fact, I think we should totally make one.

I have a lot of ideas, but no time to program them.
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
Last Edited: 2009-11-13 21:39:40
November 13 2009 21:39 GMT
#70
Neat little example video in case people didn't actually visit the BWAPI google code site.


+ Show Spoiler +

The AI sucks pretty hard, but it's mostly just a test to show a scouting probe and the terrain identification features.
twitter: @terrancem
jalstar
Profile Blog Joined September 2009
United States8198 Posts
November 13 2009 21:52 GMT
#71
So they finished it? At the time of the example video the AI was incapable of attacking.
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 13 2009 22:10 GMT
#72
If anyone's interested in making a development team for this I'm totally in. Spent 5 hours yesterday trying to make probes have perfect hit and run micro.
We spend our youth attaining wealth, and our wealth attaining youth.
uNiGNoRe
Profile Blog Joined June 2007
Germany1115 Posts
November 13 2009 22:35 GMT
#73
On November 14 2009 03:30 Bill307 wrote:
If someone wants to make a TLnet team AI, I'm in. In fact, I think we should totally make one.

I have a lot of ideas, but no time to program them.


I'd be interested as well. Although I don't really know how much time I have for stuff like that.
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2009-11-13 22:45:11
November 13 2009 22:44 GMT
#74
Sick stuff Gogokodo.
I'm really impressed.
fuck all those elitists brb watching streams of elite players.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 13 2009 22:59 GMT
#75
On November 14 2009 02:41 SirKibbleX wrote:
If you've ever lost to one of the game's pre-built AIs when you were first learning SC, then you know that its possible for a comp to beat a human. In fact, a good AI is theoretically much, much better than you. I await the programmer who can 'prove' whether or not a probe/drone can kill well-micro'd terran workers without taking a single hit.

The beauty of this competition is that it will inevitably lead to newer, better modules. If someone can focus all their effort on one small task, like one person focuses purely on perfecting zergling vs. zergling combat for the micro competition, and another person focuses purely on writing a code for optimizing psionic storms, the larger AIs will be able to take those small-scale functions and algorithms and apply them to create a better and better system. I'd say in 2-3 years the AI could be able to beat humans 100%, but AIs may continue to become better and better and better...


I doubt it'll be that easy. Chess AIs have been in development for a very long time and finally they are about as strong as humans. Go AIs suck horribly even though the game concept is quite simple.
Imo creating a decent SC AI will be much harder than any of those, as SC is much more complex.

Unless the AI can win by outmicroing humans very early in the game, which I doubt because defense is stronger than offense in SC.
If you have a good reason to disagree with the above, please tell me. Thank you.
Jank
Profile Blog Joined March 2008
United States308 Posts
November 13 2009 23:34 GMT
#76
Definitely gonna give this a try. I'm pretty busy at the moment but deadline is awesome, I'm glad they announced this so early. I'm a reasonably competent c++ programmer but have no real ai knowledge. I'll probably just try the micro ones unless I'm feeling really ambitious.
"You don't know you're wearing a leash if you sit by the peg all day." - Michael Parenti
integral
Profile Blog Joined February 2009
United States3156 Posts
Last Edited: 2009-11-14 00:12:07
November 14 2009 00:06 GMT
#77
Gogo TL sponsored team! Seriously, if TL doesn't win this shit I'mma be disappointed. I'll contribute in what limited ways I can, but surely there are people with more skills/resources than I am who are willing to participate.
[image loading]

Poll: Are you interested in joining a team that enters this competition?
(Vote): Yes, only Tournament 1: Micro-management
(Vote): Yes, only Tournament 2: Small-scale Combat
(Vote): Yes, only Tournament 3: Tech-limited game
(Vote): Yes, only Tournament 4: Complete StarCraft game
(Vote): Yes
(Vote): Hell yes, TL is going to win this shit!


edit: poll breaks page layout, gonna have to redo.
edit: oops, ignore the (Vote): in option 1.
Jank
Profile Blog Joined March 2008
United States308 Posts
Last Edited: 2009-11-14 00:50:36
November 14 2009 00:50 GMT
#78
I think a team approach may be the only way to make an even semi-competent bot for a complete game of starcraft. Shits just that complicated. That said I'll probably only being doing the micro ones by myself or with a friend.
"You don't know you're wearing a leash if you sit by the peg all day." - Michael Parenti
r3dox
Profile Blog Joined May 2003
Germany261 Posts
November 14 2009 09:56 GMT
#79
pretty interesting, but its gonna be so annoying to keep trying out your changes (starting game, letting them play, check results etc.)

there should be a server where people can upload their AI module, and the server will be running games vs eachother nonstop and provide statistics of the games played, replays, and logs of the bots etc.
So no fek
Profile Blog Joined June 2005
United States3001 Posts
November 14 2009 10:16 GMT
#80
Hope to see some good stuff come from this. Go go, BM!
#1 Shuttle fan - TeamLiquid CJ Entusman #36 BW4lyfe
lutz
Profile Joined June 2009
United States8 Posts
November 14 2009 12:08 GMT
#81
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


That's because in PacMan, you can perform something like a Game-Tree Search which can be explored to a decent depth (given a pretty good computer). Your evaluation function for a specific position (the layout of the map) is also very clear. (e.g. if you have more points, and are not guaranteed a death, that position is a high scoring position) It's hardly even feasible to do something like a Game-Tree Search for StarCraft (well, maybe for build orders, but outside of that it's unlikely). Also, even if you could perform Game Tree Search on StarCraft, writing the evaluation function for any given scenario would require D+ or higher levels of StarCraft knowledge.
?
Phrujbaz
Profile Blog Joined September 2008
Netherlands512 Posts
November 14 2009 12:50 GMT
#82
It's actually fairly easy to imagine a good evaluation function for starcraft, that could compare economy, tech, army size, positioning, and arrive at a conclusion for who is leading. Of course, since starcrarft is not a perfect information game, how good that evaluation is depends on how well the AI is able to scout.
Caution! Future approaching rapidly at a rate of about 60 seconds per minute.
Solemnis
Profile Joined November 2009
United States1 Post
November 14 2009 19:12 GMT
#83
It's good to see some interest in this from TL. I am a member of the research lab running the tournament and might be able to clear up a few things. First off is that the identity of our "skilled human player" will probably not be (P)Bisu (I'm still holding out for (Z)Jaedong j/k). Playing against a solid AI is quite a bit different than playing against a human player -- they're bad at unit position, strategic decision making, and fighting off cheese but good at macro, micro, economy management, and optimally enacting build orders. I really don't have to tell all of you good players how much changes like that will throw the metagame and predicting opponent actions. With such a change, what type of human player would you guys recommend be at the tournament?

Second is that there have only been a slim few AI systems that are not scripted players that are capable of playing a full game (too much research into small domain solutions featuring the AI technique du jour) -- RTS AI is considered by many to be a grand challenge-style problem in game AI.

Don't let the above paragraph of BS stop you from competing -- I think a team liquid bot would stand up extremely well in this competition and we would love to see one there.


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


As confident are you are in your BW skills, we are in our AI skills. Bring it.

If any of you are UCSC students, PM me -- I always like to meet another Starcraft player. UCSC VOD night anyone?
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
November 14 2009 20:39 GMT
#84
On November 14 2009 07:10 AssuredVacancy wrote:
If anyone's interested in making a development team for this I'm totally in. Spent 5 hours yesterday trying to make probes have perfect hit and run micro.

How did it turn out?
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 14 2009 22:40 GMT
#85
On November 15 2009 05:39 Bill307 wrote:
Show nested quote +
On November 14 2009 07:10 AssuredVacancy wrote:
If anyone's interested in making a development team for this I'm totally in. Spent 5 hours yesterday trying to make probes have perfect hit and run micro.

How did it turn out?


Well I manage to do a couple hit and runs until the probe hits a geyser/other none walkable terrain and get stuck, or it gets surrounded by the scvs and gets stuck.

Basically what I did was just loop through all their workers, keep track of their positions, find the closest one, and order attack that one. When the distance between it and the attacking unit I tell it to click directly behind it, then immediately click back on the scv, and repeat. When it can't click behind it(unwalkable terrain), I tell the probe to walk to the tile directly to the left to it instead.

It's very crude ai, but you have no idea the joy i got after i saw my probe walk up to the scv, zapped him and immediately glided out of range of the scv.
We spend our youth attaining wealth, and our wealth attaining youth.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
November 14 2009 23:09 GMT
#86
Sweet. Does it actually kill an SCV that's chasing it?
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 14 2009 23:49 GMT
#87
Lol usually it gets the scv to like 30 hp before getting stuck on a wall/trapped by other scvs. But I was playing on destination and the 'platform' is fairly small, I think it'll be quite fun to program the microing competition.
We spend our youth attaining wealth, and our wealth attaining youth.
tossinYoSalad
Profile Blog Joined May 2009
United States215 Posts
November 15 2009 00:06 GMT
#88
On November 15 2009 08:49 AssuredVacancy wrote:
Lol usually it gets the scv to like 30 hp before getting stuck on a wall/trapped by other scvs. But I was playing on destination and the 'platform' is fairly small, I think it'll be quite fun to program the microing competition.


lol mad points to you. thats awesome.

the best way to win this is program a toss ai thats specifically programmed to fuck up other ais. go in manner pylon, gas steal, build gateways in their min lines, make zealots, etc. coupled with perfect probe micro it would be pretty damn hard to stop. It would require alot of extra code just to fend this off, in addition to dealing with the non-gay ais lol.
hyst.eric.al
Profile Blog Joined June 2009
United States2332 Posts
November 15 2009 00:24 GMT
#89
this has the possibility to be absolutely hilarious, especially with offensive hatcheries and pylon hearts programmed when the comp is x ahead in food count or bases
Leta , BeSt, Calm fan forever! 김정우, I am sorry I ever lost faith in you.
gravity
Profile Joined March 2004
Australia1988 Posts
Last Edited: 2009-11-15 00:51:44
November 15 2009 00:44 GMT
#90
On November 15 2009 04:12 Solemnis wrote:
It's good to see some interest in this from TL. I am a member of the research lab running the tournament and might be able to clear up a few things. First off is that the identity of our "skilled human player" will probably not be (P)Bisu (I'm still holding out for (Z)Jaedong j/k). Playing against a solid AI is quite a bit different than playing against a human player -- they're bad at unit position, strategic decision making, and fighting off cheese but good at macro, micro, economy management, and optimally enacting build orders. I really don't have to tell all of you good players how much changes like that will throw the metagame and predicting opponent actions. With such a change, what type of human player would you guys recommend be at the tournament?

Second is that there have only been a slim few AI systems that are not scripted players that are capable of playing a full game (too much research into small domain solutions featuring the AI technique du jour) -- RTS AI is considered by many to be a grand challenge-style problem in game AI.

Don't let the above paragraph of BS stop you from competing -- I think a team liquid bot would stand up extremely well in this competition and we would love to see one there.


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


As confident are you are in your BW skills, we are in our AI skills. Bring it.

If any of you are UCSC students, PM me -- I always like to meet another Starcraft player. UCSC VOD night anyone?

How are you going to prevent stalemates (both sides refusing to attack), especially in the tactical games?

Also, given how hard this whole thing is, I think the tech limited match might be better on a completely flat, featureless map (except for expansions perhaps). The current one, although relatively tractable in the strategic sense because of its linearity, might be hard to get working in the basic sense of not getting stuck on terrain.

Thanks for making this contest though, it's just what I've wanted to see for a while, lots of potential for interesting results.
gravity
Profile Joined March 2004
Australia1988 Posts
Last Edited: 2009-11-15 00:51:13
November 15 2009 00:49 GMT
#91
Also I'm going to repost something I posted back in September when this idea was considered (at the time there was no API powerful enough to actually do it). My idea is more for a full-game playing type bot that doesn't just all-in rush or cheese and would probably be too hard for one person to implement for this competition (if I enter I'll probably stick to the tactics ones), but it was something I found interesting to consider:

"It would be computationally intractable for a SC AI to grind out the decision tree across the whole board Chess-AI style. It might be able to work by having multiple levels/threads of thought - one that considers framewise individual unit micro just in the areas immediately around battles, then [another level that] considers army movement with the "pieces" being groups of units and the "moves" being relatively large movements over several seconds, then [another level that] considers expansions and teching with "move" lengths of a minute or so. Each level would have its own evaluation function (which would take a lot of effort to refine, and probably be the most crucial aspect).

There would also need to be a lot of hand-tweaking/scripting, extensive opening book, etc."
CorsairHero
Profile Joined December 2008
Canada9491 Posts
November 15 2009 00:55 GMT
#92
i wonder how the ai will be programmed to take out the empty mineral patches on destination and hbr and when. On entropy AI, the zerg will just take his 3rd in the middle -_-

good thing medusa isn't in the map pool because the AI has trouble making it to the main of 6 if they spawned at 3. They just stop at the temples

© Current year.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
November 15 2009 03:53 GMT
#93
On November 15 2009 09:44 gravity wrote:
How are you going to prevent stalemates (both sides refusing to attack), especially in the tactical games?

Good question.

One could decide the winner of a draw via coin-flip, since arguably the AI makers could avoid 100% refusal to attack if they want to avoid losing due to a coin-flip. But I can see situations in SC (sieged tanks, burrowed lurkers, etc.) where the defender's advantage makes defending and drawing the best strategy: better to have a 50% chance of losing than a ~100% chance.

A far better solution would be to use a tournament format that can accomodate draws.

Why not use a swiss-style tournament or a round-robin? It's not like the # of games needs to be kept low via an elimination bracket: it's just AIs competing, after all.
JohannesH
Profile Joined September 2009
Finland1364 Posts
November 15 2009 04:01 GMT
#94
Any RTS games that have a notably good AI? And how do they work.
If you have to ask, you don't know.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
November 15 2009 04:02 GMT
#95
On November 15 2009 08:49 AssuredVacancy wrote:
Lol usually it gets the scv to like 30 hp before getting stuck on a wall/trapped by other scvs. But I was playing on destination and the 'platform' is fairly small, I think it'll be quite fun to program the microing competition.

Hmmm how easy is it to use BWAPI's map information to avoid backing into an obstacle?

This would probably end up as a general function to have a unit move into more open space if it gets too close to an edge while doing hit-and-run micro.

In any case, any TLnet team will definitely have you on it, imo. Programmers with free time to do extra programming are hard to come by.
Bill307
Profile Blog Joined October 2002
Canada9103 Posts
November 15 2009 04:06 GMT
#96
On November 15 2009 13:01 JohannesH wrote:
Any RTS games that have a notably good AI? And how do they work.

Afaik, the only "good" RTS AIs are the ones that cheat enough to make them hard to beat.

Hopefully by the end of the competition, this will change.
KwarK
Profile Blog Joined July 2006
United States43203 Posts
November 15 2009 04:31 GMT
#97
On November 15 2009 13:06 Bill307 wrote:
Show nested quote +
On November 15 2009 13:01 JohannesH wrote:
Any RTS games that have a notably good AI? And how do they work.

Afaik, the only "good" RTS AIs are the ones that cheat enough to make them hard to beat.

Hopefully by the end of the competition, this will change.

Ambitious lol. But yeah, that'd be awesome.
ModeratorThe angels have the phone box
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 15 2009 04:59 GMT
#98
On November 15 2009 13:02 Bill307 wrote:
Show nested quote +
On November 15 2009 08:49 AssuredVacancy wrote:
Lol usually it gets the scv to like 30 hp before getting stuck on a wall/trapped by other scvs. But I was playing on destination and the 'platform' is fairly small, I think it'll be quite fun to program the microing competition.

Hmmm how easy is it to use BWAPI's map information to avoid backing into an obstacle?

This would probably end up as a general function to have a unit move into more open space if it gets too close to an edge while doing hit-and-run micro.

In any case, any TLnet team will definitely have you on it, imo. Programmers with free time to do extra programming are hard to come by.



The API is very powerful, You can basically check EVERYSINGLE tile on the map about it's properties. I would say that any information that is known to a human player can be gotten from the API, and some more.
We spend our youth attaining wealth, and our wealth attaining youth.
overpool
Profile Joined April 2008
United States191 Posts
November 15 2009 08:25 GMT
#99
Sounds like a great contest. I'd be happy to contribute some code/testing depending on the language and tournament type (Tournament 3 looks like the best balance of effort vs. usefulness imo).
yay i love tl events
MasterOfChaos
Profile Blog Joined April 2007
Germany2896 Posts
November 15 2009 09:18 GMT
#100
A small tip: On LAN Latency which they seem to use for this competition SC only accepts commands every second frame. So I'd do the calculations for time-insensitive stuff(macro) on the frame where it doesn't accept commands, and the time sensitive stuff(Micro) in the frame where it does. This reduces the Latency by one frame.
LiquipediaOne eye to kill. Two eyes to live.
9diov
Profile Joined February 2009
Singapore14 Posts
November 15 2009 13:14 GMT
#101
On November 15 2009 08:49 AssuredVacancy wrote:
Lol usually it gets the scv to like 30 hp before getting stuck on a wall/trapped by other scvs. But I was playing on destination and the 'platform' is fairly small, I think it'll be quite fun to program the microing competition.

Do you mind posting the code?
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
November 15 2009 15:23 GMT
#102
On November 13 2009 23:39 azndsh wrote: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).

It depends on your definition of "strong". In most first-person shooters, the real question is how much the AI is allowed to cheat - if you don't impose human-like limits on its reaction speed, it's going to win every time, simply because if you pop up behind it to shoot at it, it's going to notice and fire at you in the time it takes you to pull the trigger. This depends on the game, of course - some may have hardcoded limits on, say, turn speed, that would prevent this - but generally speaking, the strategy in first-person shooters is based on what human players are capable of, and a well-written AI would blow all this to hell.

It's the same for Starcraft. Assuming you can solve the basic challenge of actually working with brood war without killing yourself, it becomes pretty easy to just solve Stage 1 for every reasonable combination of units, and suddenly the AI will be almost impossible to defeat, if it's using the right strategy, no matter how good you are. It's often repeated by everyone from D- zergs to Day[9] that you can get to B+ or A- just by playing ZvZ with really solid muta micro. The AI, if enough effort is put into it, literally CANNOT fail its micro. At that point, the only challenge it has playing against human players is adapting to (or having its programmer adapt it to) weird things it hasn't taken into consideration. An example of this would be stasis of probes ordered to mine on a Terran AI's ramp to block it. Plenty of (most?) human players have seen dragoons or zealots stasised on a ramp to block it, and probably quite a few of them know you can SCV drill the goons/zeals out of the way. But how many know that you can stasis probes that have been ordered to mine, which will then form a completely impassable wall until stasis runs out? I somehow doubt any of the UC Santa Cruz students working on this do.

My point with all of this is that an AI vs AI Starcraft match, just like an AI vs AI HL match, wouldn't be all that likely to be remotely similar to a human vs human Starcraft match. An uneducated observer might think that "late-game ZvZ" (lol) was about guardians or dark swarm or ultralisks supporting lurker/ling armies, because they aren't aware just how effectively well-microed mutalisks break things. I'm predicting that if the AI is written comprehensively enough, a match between two AI will be as confusing to us as professional ZvZ is to the aforementioned uneducated observer. Hell, for all we know, DRAGOONS become incredible instead of buggy when controlled with 20k+ APM.

Civilization is a good example of a game where writing an AI would be an interesting challenge, simply because it's a turn-based game and you don't have the crutch of "my mechanics are infinitely superior to yours". At that point, the AI's main advantage becomes prediction, like it is in chess, and things get very hairy. The problem is, Civ4 (especially once you've tossed a couple expansions in there) is WAY more complicated than Chess, Brood War, or pretty much any other game out there. I wouldn't even want to try to teach an AI to chop-rush wonders perfectly, let alone perform any espionage-based strategy or actually wage war. The difficulty of playing against the AI in Civ is the fact that it cheats. I'm not even kidding, the difference between you and an Immortal-level AI is about three times the starting resources and about twice the research (and building? it's been a while since I've Civved) speed. Think about playing against a starcraft AI that starts with two nexuses, eight probes, and three or four zealots. The game becomes a contest of using your far superior understanding of the game to fend off the AI's overwhelming advantages long enough to execute what basically amounts to a timing attack. I'd love to see an AI that changes that, but I don't think it's going to happen any time soon.

For a more realistic goal, try teaching an AI to play a single-player game - say, Dwarf Fortress. Learning curve that makes men cry and boys kill themselves, incredibly, fiendishly complicated, but you just have to play well enough to avoid sowing the seeds of your own destruction, not well enough to beat someone else.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 15 2009 15:53 GMT
#103
I am pretty sure that an SC AI is quite limited by the real time requirement. I don't think it is possible to pull of perfect late game micro, macro and strategic decision making with that time constraint and current hardware (the affordable hardware, no supercomputing).

I wonder what hardware is used for the contests. Especially if you can use Cuda or something along those lines.
If you have a good reason to disagree with the above, please tell me. Thank you.
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
Last Edited: 2009-11-15 18:16:23
November 15 2009 18:07 GMT
#104
On November 16 2009 00:53 spinesheath wrote:
I am pretty sure that an SC AI is quite limited by the real time requirement. I don't think it is possible to pull of perfect late game micro, macro and strategic decision making with that time constraint and current hardware (the affordable hardware, no supercomputing).
That depends on how optimized your code is and how you define "perfect". In the absolute worst-case scenario (a Zerg AI at 200/200 supply), you might have 200 units that needed active control (that's assuming a rather ling-heavy army, and 40-60 drones automining) and 120 enemy units to track (assuming your opponent is NOT zerg, also maxed, and we can see everything he has). There's really no reason hardware should be a limit with that - even if this contest was run on my Dell laptop that cost $400 in 2006, you'd have dual 1.73 GHz processors and 4GB of RAM to work with after whatever overhead your OS and Starcraft took off. Assuming the code is efficiently written (you pull unit positions and such from Starcraft's memory where possible instead of writing them into your own, you only do so when there's a change, et cetera), there's no reason either of those numbers should be a limiting factor. Of course, it would be completely possible to write the code inefficiently enough that microing 6 lings against 3 marines would be a resource strain, but if you run into that problem you don't deserve to win this contest anyway.
EDIT: realized that I didn't go into detail on the "perfect" portion

The other thing to consider is that you could conceivably do way more calculation than you need to. Whether an individual zealot attacks and what it attacks is not something you need to predict, especially in large battles - there's not really much you can do to micro your lings away from zealot hits anyway, and even if you could it would be counterproductive given the relative attack rates. All you need to know is what it's currently doing. In other words, if you're doing a multi-layered approach (micro, tactical, strategy) the lower level can work entirely without prediction, and if your micro routines for a lot of tasks (hydras against reavers, for example) are hardcoded, you can do that with basically no effort. What's really going to suck up resources is taking the army compositions and terrain and predicting a likely victor, taking the production facility, base, and worker count and predicting who the momentum's in favor of, and most importantly calculating responses based on each of those. Fortunately, you only need to do that every so often - a five or ten frame cycle should be more than enough - and, if written efficiently, that should still leave plenty of spare resources for things like planning pylon hearts on even the worst hardware in even the most intense AI 3v3 on BGH.
JohannesH
Profile Joined September 2009
Finland1364 Posts
November 15 2009 23:24 GMT
#105
On November 16 2009 00:23 CaptainPlatypus wrote:
It's the same for Starcraft. Assuming you can solve the basic challenge of actually working with brood war without killing yourself, it becomes pretty easy to just solve Stage 1 for every reasonable combination of units, and suddenly the AI will be almost impossible to defeat, if it's using the right strategy, no matter how good you are. It's often repeated by everyone from D- zergs to Day[9] that you can get to B+ or A- just by playing ZvZ with really solid muta micro. The AI, if enough effort is put into it, literally CANNOT fail its micro. At that point, the only challenge it has playing against human players is adapting to (or having its programmer adapt it to) weird things it hasn't taken into consideration. An example of this would be stasis of probes ordered to mine on a Terran AI's ramp to block it. Plenty of (most?) human players have seen dragoons or zealots stasised on a ramp to block it, and probably quite a few of them know you can SCV drill the goons/zeals out of the way. But how many know that you can stasis probes that have been ordered to mine, which will then form a completely impassable wall until stasis runs out? I somehow doubt any of the UC Santa Cruz students working on this do.

Theres no way you can look at every possible situation and just pick a "right strategy" for each and every one.
If you have to ask, you don't know.
Impervious
Profile Blog Joined March 2009
Canada4210 Posts
November 15 2009 23:53 GMT
#106
5 pool into 1 hatch mutas (with perfect ling and muta control) would rape T or P..... Those 6 initial lings (the only ones it would make) would disrupt mining and tech so much, and yet never die, and flawless muta control would never lose a single muta, and never be a frame late when attacking.....

Plus, the drones could be mining way more efficiently, since you could manually tell each one where and when and how to mine all of the time..... Infinite apm would allow so much for Z.
~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
simulatedvacuum
Profile Joined October 2009
United States64 Posts
November 16 2009 09:03 GMT
#107
On November 14 2009 07:59 spinesheath wrote:
Show nested quote +
On November 14 2009 02:41 SirKibbleX wrote:
If you've ever lost to one of the game's pre-built AIs when you were first learning SC, then you know that its possible for a comp to beat a human. In fact, a good AI is theoretically much, much better than you. I await the programmer who can 'prove' whether or not a probe/drone can kill well-micro'd terran workers without taking a single hit.

The beauty of this competition is that it will inevitably lead to newer, better modules. If someone can focus all their effort on one small task, like one person focuses purely on perfecting zergling vs. zergling combat for the micro competition, and another person focuses purely on writing a code for optimizing psionic storms, the larger AIs will be able to take those small-scale functions and algorithms and apply them to create a better and better system. I'd say in 2-3 years the AI could be able to beat humans 100%, but AIs may continue to become better and better and better...


I doubt it'll be that easy. Chess AIs have been in development for a very long time and finally they are about as strong as humans. Go AIs suck horribly even though the game concept is quite simple.
Imo creating a decent SC AI will be much harder than any of those, as SC is much more complex.

Unless the AI can win by outmicroing humans very early in the game, which I doubt because defense is stronger than offense in SC.


Go AI's suck because the search space for go is way larger than that of chess. In go you have 361 possible moves at the start of the game, while in chess you have 20.
simulatedvacuum
Profile Joined October 2009
United States64 Posts
Last Edited: 2009-11-16 09:08:09
November 16 2009 09:07 GMT
#108
double post
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2009-11-16 12:56:27
November 16 2009 11:09 GMT
#109
On November 16 2009 18:03 simulatedvacuum wrote:
Show nested quote +
On November 14 2009 07:59 spinesheath wrote:
On November 14 2009 02:41 SirKibbleX wrote:
If you've ever lost to one of the game's pre-built AIs when you were first learning SC, then you know that its possible for a comp to beat a human. In fact, a good AI is theoretically much, much better than you. I await the programmer who can 'prove' whether or not a probe/drone can kill well-micro'd terran workers without taking a single hit.

The beauty of this competition is that it will inevitably lead to newer, better modules. If someone can focus all their effort on one small task, like one person focuses purely on perfecting zergling vs. zergling combat for the micro competition, and another person focuses purely on writing a code for optimizing psionic storms, the larger AIs will be able to take those small-scale functions and algorithms and apply them to create a better and better system. I'd say in 2-3 years the AI could be able to beat humans 100%, but AIs may continue to become better and better and better...


I doubt it'll be that easy. Chess AIs have been in development for a very long time and finally they are about as strong as humans. Go AIs suck horribly even though the game concept is quite simple.
Imo creating a decent SC AI will be much harder than any of those, as SC is much more complex.

Unless the AI can win by outmicroing humans very early in the game, which I doubt because defense is stronger than offense in SC.


Go AI's suck because the search space for go is way larger than that of chess. In go you have 361 possible moves at the start of the game, while in chess you have 20.


That certainly is one of the major reasons. Which partly is why I am assuming that it is much harder to create a good AI for SC. In early game you could say that there are less possible moves, but actually there are incredibly many (you can order all your workers to move to every single pixel on the map). Since most of those moves are stupid, early game is still quite simple. But as the game progresses, the number of possibly useful moves increases drastically (while in Go the number of moves decreases), and far beyond 361.
Because of that, you can only work with a game-tree model on a very abstract level, like where to defend, where to attack, where to harrass, which units to use and so on. This probably can be scaled to around the complexity of chess (just my guess). Additionally to all those abstract calculations you have to deal with tasks like micro which aren't all that trivial either.


Edit:
I am currently working on a simple 5 pool AI, and fooling around with all the classes to get familiar with them.
I found something which I consider a problem: If you disable (or rather don't enable) "maphack", you should not know what your opponent is doing unless you scout it. But there is at least one way to keep track of your opponents units without scouting: The onAddUnit method also tells you whenever your opponent creates a new unit, and you also get the unit type. That makes it very easy to figure out what your opponent is doing. And I would also expect that you can get various other information through other methods.
If you have a good reason to disagree with the above, please tell me. Thank you.
r3dox
Profile Blog Joined May 2003
Germany261 Posts
November 16 2009 13:24 GMT
#110
On November 16 2009 20:09 spinesheath wrote:But there is at least one way to keep track of your opponents units without scouting: The onAddUnit method also tells you whenever your opponent creates a new unit, and you also get the unit type.

i think this was fixed in a recent version
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 16 2009 15:27 GMT
#111
Hmm, looks like they uploaded that version shortly after I downloaded the old one. Duh.
If you have a good reason to disagree with the above, please tell me. Thank you.
iaretehnoob
Profile Joined June 2004
Sweden741 Posts
November 16 2009 16:15 GMT
#112
So now I'm writing SC AI in C#. Is there anything you cannot do with this game? :-D

Now... I just need to figure out what I actually want to do with it.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
November 16 2009 16:40 GMT
#113
Just write a PvZ AI that camps its choke with zealots and masses scouts. Mmm, scouts.
My strategy is to fork people.
Imbu
Profile Blog Joined May 2009
United States903 Posts
November 16 2009 16:45 GMT
#114
I wonder if most people are going to get detection. Since then one of the best things to do would be to create dark templars --> block with them. Imagine placing one at your opponents ramp and their script never tells them to get observers/position overlords/science vessels. On the topic of terran detection, can the AI scan correctly?
@DreamingBird
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 16 2009 16:48 GMT
#115
On November 16 2009 20:09 spinesheath wrote:
Show nested quote +
On November 16 2009 18:03 simulatedvacuum wrote:
On November 14 2009 07:59 spinesheath wrote:
On November 14 2009 02:41 SirKibbleX wrote:
If you've ever lost to one of the game's pre-built AIs when you were first learning SC, then you know that its possible for a comp to beat a human. In fact, a good AI is theoretically much, much better than you. I await the programmer who can 'prove' whether or not a probe/drone can kill well-micro'd terran workers without taking a single hit.

The beauty of this competition is that it will inevitably lead to newer, better modules. If someone can focus all their effort on one small task, like one person focuses purely on perfecting zergling vs. zergling combat for the micro competition, and another person focuses purely on writing a code for optimizing psionic storms, the larger AIs will be able to take those small-scale functions and algorithms and apply them to create a better and better system. I'd say in 2-3 years the AI could be able to beat humans 100%, but AIs may continue to become better and better and better...


I doubt it'll be that easy. Chess AIs have been in development for a very long time and finally they are about as strong as humans. Go AIs suck horribly even though the game concept is quite simple.
Imo creating a decent SC AI will be much harder than any of those, as SC is much more complex.

Unless the AI can win by outmicroing humans very early in the game, which I doubt because defense is stronger than offense in SC.


Go AI's suck because the search space for go is way larger than that of chess. In go you have 361 possible moves at the start of the game, while in chess you have 20.


...


Starcraft is not comparable to Go in terms of search space though. What you do is not a DIRECT reflection of what your opponent does. For example, when you start the game, the actions of mining and teching can be the SAME almost every game at this level of starcraft. In Go, what you do is directly influenced by your opponents, thus you'd have to generate a new set of moves everytime your opponents take their turn. In starcraft, if you turtle->macro up a big army->a move, it will be effective to some extent regardless of what your opponent does.
We spend our youth attaining wealth, and our wealth attaining youth.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 16 2009 17:11 GMT
#116
I mentioned that early game is kinda simple. But in lategame tvz - if it is played out like in human v human - you have to react to everything your opponent does. You usually can't just do what you want because both players can deal immense damage if you ignore their moves.

But yeah, those games obviously are quite different. I still think that the complexity and speed of lategame SC is a lot harder to deal with than Chess, and probably Go as well.
If you have a good reason to disagree with the above, please tell me. Thank you.
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 16 2009 18:30 GMT
#117
On November 17 2009 02:11 spinesheath wrote:
I mentioned that early game is kinda simple. But in lategame tvz - if it is played out like in human v human - you have to react to everything your opponent does. You usually can't just do what you want because both players can deal immense damage if you ignore their moves.

But yeah, those games obviously are quite different. I still think that the complexity and speed of lategame SC is a lot harder to deal with than Chess, and probably Go as well.


I think you're trying to make an AI that plays against a human, but really, you're only playing against something else that follows a set of instructions. This simplifies a lot of things as you expect them to only attack move as well at certain times, and not only that, unless they have their whole game planned out, which is pretty much impossible, their 'attacking' procedures will be generic and the same throughout.
We spend our youth attaining wealth, and our wealth attaining youth.
m4gdelen4
Profile Joined October 2008
United States416 Posts
November 16 2009 18:56 GMT
#118
are these AIs going to be downloadable? im curious
it does to blue what blue does to you
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 16 2009 19:01 GMT
#119
On November 17 2009 03:30 AssuredVacancy wrote:
Show nested quote +
On November 17 2009 02:11 spinesheath wrote:
I mentioned that early game is kinda simple. But in lategame tvz - if it is played out like in human v human - you have to react to everything your opponent does. You usually can't just do what you want because both players can deal immense damage if you ignore their moves.

But yeah, those games obviously are quite different. I still think that the complexity and speed of lategame SC is a lot harder to deal with than Chess, and probably Go as well.


I think you're trying to make an AI that plays against a human, but really, you're only playing against something else that follows a set of instructions. This simplifies a lot of things as you expect them to only attack move as well at certain times, and not only that, unless they have their whole game planned out, which is pretty much impossible, their 'attacking' procedures will be generic and the same throughout.


An AI doesn't have to be THAT stupid. With BWAPI you can actually micro, and modern AI techniques allow adaption, planning, and other stuff like that. It could even be creative.
If you have a good reason to disagree with the above, please tell me. Thank you.
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
November 16 2009 19:10 GMT
#120
So do we actually get to see any replays of AI's duking it out? I'm kind of curious to see how it would look, but couldn't figure out how to set it up .
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
November 16 2009 20:04 GMT
#121
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.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
November 16 2009 20:12 GMT
#122
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).
gravity
Profile Joined March 2004
Australia1988 Posts
November 17 2009 06:41 GMT
#123
On November 17 2009 05:04 CaptainPlatypus wrote:
Show nested quote +
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.
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
November 18 2009 02:28 GMT
#124
I would like to help as well, if we're willing to organize and get this together
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
Kacas
Profile Joined July 2003
Brazil3143 Posts
November 18 2009 14:37 GMT
#125
what a nice idea
i would like to know the results
I Love Hyori Lee =* icq: 41760400 / msn: kayen_chn at hotm
DarthThienAn
Profile Blog Joined July 2009
United States2734 Posts
November 18 2009 21:35 GMT
#126
On November 17 2009 15:41 gravity wrote:
Show nested quote +
On November 17 2009 05:04 CaptainPlatypus wrote:
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.


lol just don't gg until all buildings are gone.

BM depot/extractor/pylon gogogo ^_^
www.cstarleague.com | Love is like playing the piano. First you must learn to play by the rules, then you must forget the rules and play from your heart.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 19 2009 20:07 GMT
#127
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.
If you have a good reason to disagree with the above, please tell me. Thank you.
Insane
Profile Blog Joined November 2003
United States4991 Posts
November 19 2009 20:42 GMT
#128
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
Boblion
Profile Blog Joined May 2007
France8043 Posts
November 19 2009 22:06 GMT
#129
Can you guys post some reps of your AI ? :p
fuck all those elitists brb watching streams of elite players.
Bajadulce
Profile Joined October 2004
United States322 Posts
November 19 2009 22:58 GMT
#130
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.
Planar Erratus: (www.broodwarai.com/mods/peai) Where the worlds of Baldur’s Gate, Arcanum, Diablo, Icewind Dale, Torment, and Warcraft collide with Starcraft. Don't question, just play! ... Dedicated to all my TL.net friends and old schoolers!
Archon_Wing
Profile Joined May 2004
United States378 Posts
Last Edited: 2009-11-21 21:31:03
November 21 2009 21:30 GMT
#131
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.
Nothing witty here atm
GreEny K
Profile Joined February 2008
Germany7312 Posts
November 21 2009 21:40 GMT
#132
On November 13 2009 08:27 LTT wrote:
From the rules:

Bad mannered in game behavior is discouraged, but not forbidden

A bad mannered AI? Someone needs to get on that right away...



Yeah just model it after idrA, this does sound cool wish i had any clue on how to enter or compete since this isnt my area of expertise.
Why would you ever choose failure, when success is an option.
Ahzz
Profile Joined May 2007
Finland780 Posts
November 23 2009 18:17 GMT
#133


Amazing. Anyone still doubting these things beating top koreans?
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
November 23 2009 18:20 GMT
#134
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?


says the videoclip is private
Lim Yo Hwan forever!
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
November 23 2009 18:25 GMT
#135
yeah, damnit... its private
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Ahzz
Profile Joined May 2007
Finland780 Posts
November 23 2009 18:47 GMT
#136
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
liger13
Profile Blog Joined February 2008
United States1060 Posts
November 23 2009 19:05 GMT
#137
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?

wow, didn't know you could control this much of the AI
I feel like pwning noobs
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2009-11-23 19:25:28
November 23 2009 19:23 GMT
#138
Unreal O,O

With this kind of micro no need to get some refined strats or build orders.
3 Gates goons in every mu.


edit: lose only 3 goons :O
fuck all those elitists brb watching streams of elite players.
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
November 23 2009 19:34 GMT
#139
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

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.
twitter: @terrancem
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
November 23 2009 19:42 GMT
#140
that is absolutely amazing
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
MasterOfChaos
Profile Blog Joined April 2007
Germany2896 Posts
November 23 2009 19:43 GMT
#141
On November 24 2009 04:05 liger13 wrote:
wow, didn't know you could control this much of the AI

That's the advantage of BWAPI over older systems.

And the video is public again since we decided that it doesn't contain any valuable secrets. This is the first version of AssuredVacancy's dragoon AI.
LiquipediaOne eye to kill. Two eyes to live.
IskatuMesk
Profile Blog Joined October 2008
Canada969 Posts
November 23 2009 19:46 GMT
#142
This makes my decade-old AI scripting senses tingle in delight. It's been so long since I gave up any hope of making an AI that can do stuff like that. I definitely will never be able to program anything in lua or C++, but it's still nice to see others make progress like this.
theqat
Profile Blog Joined March 2008
United States2856 Posts
November 23 2009 19:47 GMT
#143
Can't wait to see what comes out of this tournament. That Dragoon AI video is entrancing.
PokePill
Profile Blog Joined March 2009
United States1048 Posts
Last Edited: 2009-11-23 20:13:31
November 23 2009 20:09 GMT
#144
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?


-It lost several goons
-Some wasted shots
-They seem to target the closest goon and not the one to minimize the opponents damage output
-The other AI just attack moved

Ideally, no goons should have been lost, goons should think collectively and focus fire 1 shot other units with lower health and no shots should ever be wasted. All the AI appeared to do was back up when being shot by more than 1 unit while targeting the closest unit.

I'm not impressed (kidding, still amazing)
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
November 23 2009 20:14 GMT
#145
On November 24 2009 05:09 PokePill wrote:
Show nested quote +
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?


-It lost several goons
-Some wasted shots
-They seem to target the closest goon and not the one to minimize the opponents damage output
-The other AI just attack moved

Ideally, no goons should have been lost, goons should think collectively and focus fire 1 shot other units with lower health and no shots should ever be wasted. All the AI appeared to do was back up when being shot by more than 1 unit while targeting the closest unit.

I'm not impressed (kidding, still amazing)

Oh cmon man, you are being WAY too harsh on the AI team. I am finding this really impressive. Not perfect, but its outstanding what they have been able to do.
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2009-11-23 20:18:44
November 23 2009 20:15 GMT
#146
edit: nvm he edited.

So the TL AI will play protoss ? :D
fuck all those elitists brb watching streams of elite players.
iaretehnoob
Profile Joined June 2004
Sweden741 Posts
November 23 2009 20:40 GMT
#147


scary vulture micro.
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
November 23 2009 20:49 GMT
#148
On November 24 2009 05:40 iaretehnoob wrote:
http://www.youtube.com/watch?v=8mfYslGi5ME

scary vulture micro.

Dear Starcraft Gods:

Please never make this AI available as hacks on oblivion

Thanks,
never_toss
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
LordWeird
Profile Blog Joined November 2007
United States3411 Posts
November 23 2009 21:06 GMT
#149
omfg that was so crazy I started laughing hysterically.

That is fucking incredible...
Chains none
Ahzz
Profile Joined May 2007
Finland780 Posts
November 23 2009 21:11 GMT
#150
On November 24 2009 05:09 PokePill wrote:
Show nested quote +
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?


-It lost several goons
-Some wasted shots
-They seem to target the closest goon and not the one to minimize the opponents damage output
-The other AI just attack moved

Ideally, no goons should have been lost, goons should think collectively and focus fire 1 shot other units with lower health and no shots should ever be wasted. All the AI appeared to do was back up when being shot by more than 1 unit while targeting the closest unit.

I'm not impressed (kidding, still amazing)

read the video title, and bold the first word of it.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 23 2009 21:14 GMT
#151
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?


Here, I doubt it. At least not consistently. I wouldn't be surprised to see an AI score a few wins, but that'll largely be because you will have to play differently against an AI than against a human.


On November 24 2009 05:40 iaretehnoob wrote:
http://www.youtube.com/watch?v=8mfYslGi5ME

scary vulture micro.


For an AI, I find it rather weak. Sure it looks cool, all those vults moving independently, but after the first few seconds no vulture should ever have taken any hits.
If you have a good reason to disagree with the above, please tell me. Thank you.
flx!
Profile Joined May 2009
United States101 Posts
November 23 2009 21:15 GMT
#152
I saw that at the end of the vulture video, LowerLogic inputs "/speed 0" and game goes super fast. That's actually very interesting and essential to reinforcement learning. How fast can you play games? (in games per hour or such)
This and replay analysis are what make real AI possible. What I've seen so far is simple scripting (still amazing don't get me wrong).
I'm impatient to see where all this is going.
Ma "Bobby Fisher" Jae Yoon
blueblimp
Profile Joined May 2009
Canada297 Posts
November 23 2009 21:36 GMT
#153
Can those that post videos please specify whether the video is of singleplayer or multiplayer? I ask because I've been tinkering with some Probe vs SCV micro, and in singleplayer (with 2 frame latency), the probe can take as much as about 300 health off the SCV before dying, but in multiplayer (with 5 frame latency), it only takes off at most about 40 health. The AI compensates for latency with some basic movement prediction, but it's not enough it seems.

Maybe I'll put up a video of the probe AI in singleplayer at some point.
EsX_Raptor
Profile Blog Joined February 2008
United States2802 Posts
November 23 2009 21:41 GMT
#154
So is there a TL team for this? I'm a Junior CS major and would like to help you guys out on this
Konni
Profile Blog Joined February 2003
Germany3044 Posts
November 23 2009 21:50 GMT
#155
that sort of micro is beautiful to watch
motbob
Profile Blog Joined July 2008
United States12546 Posts
Last Edited: 2009-11-23 21:55:37
November 23 2009 21:54 GMT
#156
On November 24 2009 06:41 EsX_Raptor wrote:
So is there a TL team for this? I'm a Junior CS major and would like to help you guys out on this

PM sonuvbob
ModeratorGood content always wins.
edahl
Profile Joined February 2008
Norway483 Posts
November 23 2009 22:01 GMT
#157
Man I'd love to help. Too bad there are exams and shit.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 23 2009 22:01 GMT
#158
On November 24 2009 06:36 blueblimp wrote:
Can those that post videos please specify whether the video is of singleplayer or multiplayer? I ask because I've been tinkering with some Probe vs SCV micro, and in singleplayer (with 2 frame latency), the probe can take as much as about 300 health off the SCV before dying, but in multiplayer (with 5 frame latency), it only takes off at most about 40 health. The AI compensates for latency with some basic movement prediction, but it's not enough it seems.

Maybe I'll put up a video of the probe AI in singleplayer at some point.


Check out the tournament setup, it's UDP multiplayer mode.
I haven't tried, but I don't think you can set the game speed anywhere past fastest in that mode. So if you are going to participate in the tournament, make sure you use that mode for testing.

Also make sure that your AI doesn't mess up if there is an observer (or several, better be safe than sorry) in the game.
If you have a good reason to disagree with the above, please tell me. Thank you.
LarJarsE
Profile Blog Joined August 2009
United States1378 Posts
November 23 2009 22:08 GMT
#159
in the next year Jaedong will not be able to beat zerg AI
since 98'
Elvin_vn
Profile Blog Joined March 2004
Vietnam2038 Posts
Last Edited: 2009-11-23 22:31:44
November 23 2009 22:24 GMT
#160
i want to see NON-STACKED muta micro. that would be awesome 0_0

edit: ah that's better
do not agrue with idiots, they will pull you down to their level and beat you with their experiences
Elvin_vn
Profile Blog Joined March 2004
Vietnam2038 Posts
November 23 2009 22:30 GMT
#161
On November 24 2009 05:09 PokePill wrote:
Show nested quote +
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?


-It lost several goons
-Some wasted shots
-They seem to target the closest goon and not the one to minimize the opponents damage output
-The other AI just attack moved

Ideally, no goons should have been lost, goons should think collectively and focus fire 1 shot other units with lower health and no shots should ever be wasted. All the AI appeared to do was back up when being shot by more than 1 unit while targeting the closest unit.

I'm not impressed (kidding, still amazing)


It's impossible not to lose any goons. Think about cool down and acceleration.
do not agrue with idiots, they will pull you down to their level and beat you with their experiences
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 23 2009 22:41 GMT
#162
On November 24 2009 07:30 Elvin_vn wrote:
Show nested quote +
On November 24 2009 05:09 PokePill wrote:
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?


-It lost several goons
-Some wasted shots
-They seem to target the closest goon and not the one to minimize the opponents damage output
-The other AI just attack moved

Ideally, no goons should have been lost, goons should think collectively and focus fire 1 shot other units with lower health and no shots should ever be wasted. All the AI appeared to do was back up when being shot by more than 1 unit while targeting the closest unit.

I'm not impressed (kidding, still amazing)


It's impossible not to lose any goons. Think about cool down and acceleration.


That doesn't make it impossible. You can predict both of these perfectly. The hard (and pretty much impossible) part is to predict which unit your opponent will attack.
But against an a-moving enemy, not losing any goons should be possible without too much trouble.
If you have a good reason to disagree with the above, please tell me. Thank you.
Elvin_vn
Profile Blog Joined March 2004
Vietnam2038 Posts
November 23 2009 22:52 GMT
#163
On November 24 2009 07:41 spinesheath wrote:
Show nested quote +
On November 24 2009 07:30 Elvin_vn wrote:
On November 24 2009 05:09 PokePill wrote:
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?


-It lost several goons
-Some wasted shots
-They seem to target the closest goon and not the one to minimize the opponents damage output
-The other AI just attack moved

Ideally, no goons should have been lost, goons should think collectively and focus fire 1 shot other units with lower health and no shots should ever be wasted. All the AI appeared to do was back up when being shot by more than 1 unit while targeting the closest unit.

I'm not impressed (kidding, still amazing)


It's impossible not to lose any goons. Think about cool down and acceleration.


That doesn't make it impossible. You can predict both of these perfectly. The hard (and pretty much impossible) part is to predict which unit your opponent will attack.
But against an a-moving enemy, not losing any goons should be possible without too much trouble.

That's the other side of the coin. If there is no cool down & acceleration i.e the goon can move out instantly then there is no need to predict the opponent attack
do not agrue with idiots, they will pull you down to their level and beat you with their experiences
Glaucus
Profile Joined June 2009
479 Posts
Last Edited: 2009-11-23 23:04:03
November 23 2009 22:59 GMT
#164
If the AI has solid micro and perfect macro there's no need for the correct strategy or a need for understanding your opponent. And even that can be done.

Ive played against BWAPI macro. And that was already sick. If it also has this kind of micro then unless a player can somehow break the AI or abuse a weakness, how can a human win?

If the AI gets its way then in PvP the AI will have more dragoons and will also micro like this. You can only win if you know the bugs and weaknesses in the AI. Like micro messes up in a choke, or something. A Bisu or Stork will play normally and get crushed.
blueblimp
Profile Joined May 2009
Canada297 Posts
November 24 2009 00:21 GMT
#165
On November 24 2009 07:01 spinesheath wrote:Check out the tournament setup, it's UDP multiplayer mode.


Yes, this is exactly my point. While it's impressive to have perfect micro with singleplayer latency, ultimately it's meaningless when playing other AI's. I don't want to pick on the goon micro video, because the micro is nice, but I think it was made in singleplayer (because the "start" crystal needed to be clicked). Every AI will micro worse in multiplayer than in singleplayer--it's unavoidable because of the latency. What I'd be most interested to see is how well AI's micro in multiplayer, because I haven't been able to match basic human micro in multiplayer.

I haven't tried, but I don't think you can set the game speed anywhere past fastest in that mode. So if you are going to participate in the tournament, make sure you use that mode for testing.

I don't think this matters at all, except to make sure that the AI isn't taking too long to run. What matters is the latency. In singleplayer, the latency is 2 frames, and in multiplayer, it is 5 frames. At 23.8 frames per second on fastest, that's 84ms lag in singleplayer and 210ms lag in multiplayer, a huge difference.
Froadac
Profile Blog Joined July 2009
United States6733 Posts
Last Edited: 2009-11-24 00:48:29
November 24 2009 00:45 GMT
#166
Well, there are a decent number of WC3 micro maps. Check you OverSky's youtube.

These maps give some godly reflexes, and ridiculous micro to a comp that doesn't have common sense. I can fairly easily defeat them, albeit they can pop an invuln pot with a coil in the air. Before a holy light hits o.0 etc.

No idea what would happen if it played itself.
blueblimp
Profile Joined May 2009
Canada297 Posts
November 24 2009 01:10 GMT
#167
On November 15 2009 18:18 MasterOfChaos wrote:
A small tip: On LAN Latency which they seem to use for this competition SC only accepts commands every second frame. So I'd do the calculations for time-insensitive stuff(macro) on the frame where it doesn't accept commands, and the time sensitive stuff(Micro) in the frame where it does. This reduces the Latency by one frame.


Thanks for this. This explains why sometimes my attack orders weren't being executed--they were being overwritten by move orders. My testing suggests that orders are only issued after each even-numbered frame, so, frames 1&2 issue their orders at the same time, frames 3&4 issue their orders at the same time, etc. Is this always true?
SultanVinegar
Profile Blog Joined May 2009
United States372 Posts
November 24 2009 16:47 GMT
#168
[11:47] <Drachlen> I was running a test earlier, to make sure my harvester distribution was functioning, and would work under various circumstances. So I kept pulling my probes off the line, hitting stop, etc, just various abuse, and then I was spamming stop, just to see if it could break it. And suddenly, my probes start EXPLODING. and i'm just like, what the hell is going on. (I had no sound) and then I...
[11:47] <Drachlen> ...realize, the sc AI had made a dark templar and was killing my base.
I'm a Flash man.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 24 2009 18:29 GMT
#169
On November 24 2009 07:52 Elvin_vn wrote:
Show nested quote +
On November 24 2009 07:41 spinesheath wrote:
On November 24 2009 07:30 Elvin_vn wrote:
On November 24 2009 05:09 PokePill wrote:
On November 24 2009 03:17 Ahzz wrote:
http://www.youtube.com/watch?v=x7LIFG-Hn8Q

Amazing. Anyone still doubting these things beating top koreans?


-It lost several goons
-Some wasted shots
-They seem to target the closest goon and not the one to minimize the opponents damage output
-The other AI just attack moved

Ideally, no goons should have been lost, goons should think collectively and focus fire 1 shot other units with lower health and no shots should ever be wasted. All the AI appeared to do was back up when being shot by more than 1 unit while targeting the closest unit.

I'm not impressed (kidding, still amazing)


It's impossible not to lose any goons. Think about cool down and acceleration.


That doesn't make it impossible. You can predict both of these perfectly. The hard (and pretty much impossible) part is to predict which unit your opponent will attack.
But against an a-moving enemy, not losing any goons should be possible without too much trouble.

That's the other side of the coin. If there is no cool down & acceleration i.e the goon can move out instantly then there is no need to predict the opponent attack

There IS cooldown and acceleration. Also, even if there were none, you would still have to predict enemy movement to some extent because otherwise you might get surrounded and no matter how fast you retreat, you will be hit.

On November 24 2009 07:59 Glaucus wrote:
If the AI has solid micro and perfect macro there's no need for the correct strategy or a need for understanding your opponent. And even that can be done.

Ive played against BWAPI macro. And that was already sick. If it also has this kind of micro then unless a player can somehow break the AI or abuse a weakness, how can a human win?

If the AI gets its way then in PvP the AI will have more dragoons and will also micro like this. You can only win if you know the bugs and weaknesses in the AI. Like micro messes up in a choke, or something. A Bisu or Stork will play normally and get crushed.


pvp, if all the AI can do is macro and micro goons than it is simple: Hold your choke (easily possible even if the AI has awesome micro), get a DT/Reaver drop up and win. If the AI reads your gameplan perfectly and reacts perfectly, it will obviously win. But once there is a tech advantage for the human player, it becomes a lot harder for an AI to react properly.


On November 24 2009 09:21 blueblimp wrote:
Show nested quote +
I haven't tried, but I don't think you can set the game speed anywhere past fastest in that mode. So if you are going to participate in the tournament, make sure you use that mode for testing.

I don't think this matters at all, except to make sure that the AI isn't taking too long to run. What matters is the latency. In singleplayer, the latency is 2 frames, and in multiplayer, it is 5 frames. At 23.8 frames per second on fastest, that's 84ms lag in singleplayer and 210ms lag in multiplayer, a huge difference.


Just to make sure I get that right: if I play on UDP over a direct LAN connection, I will have 5 frames of latency? And that means that all my orders given out in a set of 5 frames will be thrown together and executed at once (some orders overwriting others)?
Or what are the effects of said latency in detail if my assumption is wrong/incomplete?
If you have a good reason to disagree with the above, please tell me. Thank you.
Elvin_vn
Profile Blog Joined March 2004
Vietnam2038 Posts
November 24 2009 20:03 GMT
#170
damn the codes to write a decent AI will be larger than the game itself 0_0
sc is like just an add-on interface to the AI project lol
do not agrue with idiots, they will pull you down to their level and beat you with their experiences
blueblimp
Profile Joined May 2009
Canada297 Posts
Last Edited: 2009-11-25 18:46:21
November 24 2009 23:44 GMT
#171
On November 25 2009 03:29 spinesheath wrote:
Just to make sure I get that right: if I play on UDP over a direct LAN connection, I will have 5 frames of latency? And that means that all my orders given out in a set of 5 frames will be thrown together and executed at once (some orders overwriting others)?
Or what are the effects of said latency in detail if my assumption is wrong/incomplete?


Edit: After some more testing, I think the info in this post is somewhat off. The latency seems slightly higher in practice than values of BWAPI's enum, and I'm less sure about the mechanics of it in general.

As a disclaimer, I don't have in-depth knowledge of the workings of StarCraft. This is just what I've either read or guessed, and seems to fit how my AI behaves. So if someone with more understanding notices I'm getting something wrong, please correct me. With that said, here goes.

When playing UDP multiplayer with the low latency setting, 5 frames of latency will be present. That means that whenever an order is made, the unit will wait 5 frames before responding to the order. However, it is possible to issue another order before the unit has responded to the first order, and the unit will then respond to the first order and, after that, to the second order.

An additional complication is that orders can only be issued on even-numbered frames; orders that are made on odd-numbered frames are saved up and issued on the next frame. New orders will overwrite saved-up orders, so it's possible to give a unit a command, give a different command on the next frame, and have the unit never respond to the first command.

Here are some examples. Suppose we are controlling a probe to attack an SCV. We want the probe to attack the SCV and then run away so it doesn't die.

Suppose we order like this:

Frame 1: Send order Attack SCV
Frame 2: Send order Move away (that is, to a location away from the SCV)

Because the Attack order was issued in an odd-numbered frame, it is saved up until frame 2, where it is overwritten by the Move order. Because 5 frames of latency is added, the Move order takes effect in Frame 7. Thus, the total effect is that for Frames 1-6, the probe is still, and then in Frame 7, the probe begins to move away from the SCV.

Now suppose we order like this:

Frame 1: No order
Frame 2: Send order Attack SCV
Frame 3: Send order Move away
Frame 4: No order

Because the Attack order was issued in an even-numbered frame, it is sent to the probe. It only
takes effect 5 frames later, i.e. in Frame 7. The Move order is saved up until Frame 4, at which point it is issued, to take effect 5 frames later in Frame 9. Thus, the total effect is that for Frames 1-6, the probe is still; in Frame 7-8, the probe attacks the SCV; and in Frame 9, the probe begins to move away from the SCV.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 25 2009 09:19 GMT
#172
Thanks, that seems to answer all my questions about that.
If you have a good reason to disagree with the above, please tell me. Thank you.
UntitledQ
Profile Joined August 2009
Germany99 Posts
November 25 2009 12:55 GMT
#173
Indeed thanks a lot, blueblimp; that the most accurate explanation I've seen yet.
alffla
Profile Blog Joined November 2005
Hong Kong20321 Posts
Last Edited: 2009-11-25 13:35:45
November 25 2009 13:26 GMT
#174
holy shit that dragoon micro ai Ahzz posted was orgasmic
oh shit and i just saw the vulture one omfg

GO TL!!
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!
integral
Profile Blog Joined February 2009
United States3156 Posts
November 25 2009 14:02 GMT
#175
Wow after seeing that dragoon micro video I have to say it's really unfortunate this is only being worked on in the twilight of starcraft's career. A sufficiently advanced AI could definitely compete with progamers.
SirKibbleX
Profile Blog Joined October 2006
United States479 Posts
November 25 2009 16:41 GMT
#176
Was there not some hack/part of Chaos Launcher or ICCup that allows for LAN or better latency? Could you hack the game to force a lower latency?
Praemonitus, Praemunitus.
RaGe
Profile Blog Joined July 2004
Belgium9949 Posts
November 25 2009 16:48 GMT
#177
On November 26 2009 01:41 SirKibbleX wrote:
Was there not some hack/part of Chaos Launcher or ICCup that allows for LAN or better latency? Could you hack the game to force a lower latency?

Competition rules state that the competition will happen in a LAN environment, so of course all code is being written for 'L2' latency, meaning every second frame commands are given.
Moderatorsometimes I get intimidated by the size of my right testicle
m3rciless
Profile Joined August 2009
United States1476 Posts
November 25 2009 17:01 GMT
#178
Are the code samples for that dragoon and vulture micro publicly available, or do they belong to one of the teams.
White-Ra fighting!
tofucake
Profile Blog Joined October 2009
Hyrule19150 Posts
November 28 2009 00:57 GMT
#179
So, I must say that this is a semi-shameless plug, but anyone who wants more details, please visit the official forums: http://starcraftai.rabbitx86.net/

It's only been up for a few days, so it's kind of slow and small right now. It's mostly geared towards the competition, but hopefully it will become a wonderful repository for all of the SCAI stuff.

/shameless plug
Liquipediaasante sana squash banana
djsherman
Profile Blog Joined November 2009
United States140 Posts
November 30 2009 22:48 GMT
#180
I've released a version of my bot here: http://eis.ucsc.edu/EISBot

It plays Terran and can sometimes beat the built-in AI, but is still really bad overall.
StarCraft AI Competition Organizer
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2009-11-30 23:07:59
November 30 2009 23:04 GMT
#181
replay is bugged

edit: nvm it works in single player
fuck all those elitists brb watching streams of elite players.
Boblion
Profile Blog Joined May 2007
France8043 Posts
Last Edited: 2009-11-30 23:14:31
November 30 2009 23:14 GMT
#182
After having watched it i think it is not too bad but it really needs 4 things:
- build extra facts to spend his mins
- learn to expo
- learn pathfiding on ramp
- learn to not mine so close to tanks ( could have been a real problem vs a z or a p ).
fuck all those elitists brb watching streams of elite players.
Quirion
Profile Joined February 2003
Portugal55 Posts
December 01 2009 12:42 GMT
#183
On December 01 2009 07:48 djsherman wrote:
I've released a version of my bot here: http://eis.ucsc.edu/EISBot

It plays Terran and can sometimes beat the built-in AI, but is still really bad overall.


I am impressed! It looks nice, already has some 'intelligent behaviour'.

Hopefully not everything is directly scripted (such has defending the choke point).. if not, congratulations! You're definately going in the right path!

If that IA makes expansions and doesn't stop teching after tanks, it could be quite good vs human opponents who do not cheese.

Hope to see more of your bot in action!
Fear Springs From Ignorance
djsherman
Profile Blog Joined November 2009
United States140 Posts
December 02 2009 16:35 GMT
#184
I'll be posting VODs of bots here: http://www.youtube.com/user/UCSCbweber

Let me know if you have a link you want added.
StarCraft AI Competition Organizer
meeple
Profile Blog Joined April 2009
Canada10211 Posts
December 02 2009 16:38 GMT
#185
On December 03 2009 01:35 djsherman wrote:
I'll be posting VODs of bots here: http://www.youtube.com/user/UCSCbweber

Let me know if you have a link you want added.


The goliath/tank vs sunkens vids?
MasterReY
Profile Blog Joined August 2007
Germany2708 Posts
December 02 2009 17:03 GMT
#186
this is gold:

I remember playing Starcraft at a LAN party after I figured out how to rip the sound effects and voices out of the Starcraft data files. I'd intentionally play with the sound on (no headphones), wait just enough time so that it was believable yet frighteningly early, alt-tab over to a WAV player, then play the sound for "Nuclear launch detected" and watch people frantically scan their bases. It only works once, so use it wisely.
https://www.twitch.tv/MasterReY/ ~ Biggest Reach fan on TL.net (Don't even dare to mention LR now) ~ R.I.P Violet ~ Developer of SCRChart
TL+ Member
Quirion
Profile Joined February 2003
Portugal55 Posts
December 02 2009 23:36 GMT
#187
On December 03 2009 01:35 djsherman wrote:
I'll be posting VODs of bots here: http://www.youtube.com/user/UCSCbweber

Let me know if you have a link you want added.


I see your bot keeps reinforcing it's attack. Thought this might be good, I wonder what happens if its opponent has a good defense.
Would it keep sending units to their doom?

Are you using any type of learning algorithm atm?

Are you thinking about using them? If so, are you thinking about any type of online learning (during game playing)? only from replays? mixed from replays and from own games (more info available)?

By the way, I am one of the participants, António Gusmão
Fear Springs From Ignorance
djsherman
Profile Blog Joined November 2009
United States140 Posts
Last Edited: 2009-12-03 21:15:13
December 03 2009 21:14 GMT
#188
It was only a matter of time:
StarCraft AI Competition Organizer
djsherman
Profile Blog Joined November 2009
United States140 Posts
December 12 2009 19:32 GMT
#189
There is now a VOD and replay thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=107185
StarCraft AI Competition Organizer
NFL2368
Profile Blog Joined December 2009
United States112 Posts
December 12 2009 19:34 GMT
#190
mnm so imbaa with perfect control

Jesus christ terran is imba everywhere
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