Edit: Someone should send that wraith vid to Fantasy. Wonder what he'd think of it.
(Almost) perfect muta micro - Page 5
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EtherealDeath
United States8366 Posts
Edit: Someone should send that wraith vid to Fantasy. Wonder what he'd think of it. | ||
EatThePath
United States3943 Posts
It's funny to me that people are suggesting usual build orders to take advantage of that unit control. The whole point is that having unit control like this completely redefines the dynamics of the game. Air units become a lot more powerful, or speedy units in general. The subsequent AIs after the first generation ones at the tournament will incorporate the new AI metagame dynamics and games will look nothing like pro matches. To reiterate a previous post, who is the AI team? I don't mind dying to find out. : ) | ||
wok
United States504 Posts
On November 27 2009 14:46 TwoStep wrote: Do you know what it takes to construct AI like that? Archon? Easy algorithm for single-unit ai... If Muta in range, attack -else identify closest muta, walk toward closest muta. (this part is tricky, because if they're abusing -cliff, you may not be able to find a way to click past a muta for ideal pathing.) An optimized "groupthink" Ai, however would be much more difficult, as there would then have to be a fast weighting calculation between nearest muta and nearest archon... A preliminary algorithm using a simple "recentering" weighting algorithm using nearest neighbor would be something like: If muta in range, attack --else, ----identify closest friendly archon, weight of -Weight* vector difference. Ideal muta to pursue is the ----muta with the closest "weighted" distance after subtracting the vector difference of the friendly archon. ----I.e. Archon is at (5,3) from current location. A muta is at (2,2) from current location would have a ----new weight value of (2-W*5,2-W*3). In essence the "distance" is from a point W* 100% between the current archon and its nearest neighbor. ----Pursue said muta. EDIT: The "groupthink" algorithm is too heavy for 35000 APM performance. NVM. | ||
Impervious
Canada4177 Posts
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Pieguy314
Canada262 Posts
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Excalibur_Z
United States12226 Posts
On November 27 2009 15:57 AssuredVacancy wrote: That seems like a good idea at first, but the thing is that you don't know what direction THEY will move in. If they come straight at you when you go back to attack they will meet you when your CD is not over, thus fucking you over because you gotta retreat and waste more time. Of course I could make it the worst everytime and ASSUME they will come straight at me, that will improve it by a very small margin though. So on that note, it appears that the units prioritize their own safety above dealing damage. Does that mean they can be cornered? If so, do they bother counterattacking or just continue fleeing? Do they find a default waypoint to escape to and just sustain minor damage? Great example videos, by the way. Looks like things are shaping up nicely. | ||
Deviation
United States134 Posts
On November 27 2009 16:58 Pieguy314 wrote: This is a little off-topic but could someone tell me what the piano piece name of the second video is called? I know I've heard it alot and im sure its quite famous, but i just can't put my finger on it. If someone could tell me that would be really appreciated =P ty I think it was on Cowboy Bebop? | ||
SK.Testie
Canada11084 Posts
You guys totally took a dump on that thought. lol wtfux | ||
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KwarK
United States42016 Posts
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KwarK
United States42016 Posts
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Excalibur_Z
United States12226 Posts
On November 27 2009 16:58 Pieguy314 wrote: This is a little off-topic but could someone tell me what the piano piece name of the second video is called? I know I've heard it alot and im sure its quite famous, but i just can't put my finger on it. If someone could tell me that would be really appreciated =P ty Sounds like Ave Maria to me. | ||
ForTheSwarm
United States556 Posts
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Vasoline73
United States7751 Posts
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wok
United States504 Posts
On November 27 2009 17:32 KwarK wrote: Oh, if it's possible, do the dt in the minefield next. I'd love to see one of those fuckers just strolling through. What do you mean? A dt killing mines as it goes? | ||
Sinensis
United States2513 Posts
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wok
United States504 Posts
On November 27 2009 15:57 AssuredVacancy wrote: That seems like a good idea at first, but the thing is that you don't know what direction THEY will move in. If they come straight at you when you go back to attack they will meet you when your CD is not over, thus fucking you over because you gotta retreat and waste more time. Of course I could make it the worst everytime and ASSUME they will come straight at me, that will improve it by a very small margin though. Well... One way around this is not to assume they will come straight at you but to assume that they will continue moving the direction they are currently moving. (which, for now is pretty safe.) To do this, use: virtual double getAngle() const = 0; virtual double getVelocityX() const = 0; virtual double getVelocityY() const = 0; They're in the unit.h spec, but I don't know if it's implemented yet. | ||
FragKrag
United States11540 Posts
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alffla
Hong Kong20321 Posts
On November 27 2009 17:48 wok wrote: What do you mean? A dt killing mines as it goes? apparently dts have like 1 range or whatever so they can actually destryo the mines before they explode o.o | ||
EpiK
Korea (South)5757 Posts
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madnessman
United States1581 Posts
On November 27 2009 17:32 KwarK wrote: Oh, if it's possible, do the dt in the minefield next. I'd love to see one of those fuckers just strolling through. From a programmers standpoint that would be really easy to make right? Compared to having 12 wraiths vs. 48 hydras it should be simple for these guys. ![]() | ||
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