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(Almost) perfect muta micro - Page 9

Forum Index > BW General
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vnlegend
Profile Blog Joined December 2006
United States1389 Posts
November 27 2009 19:41 GMT
#161
Pretty good. Although the problem with the way it works is that you need a lot of open space. If the units are inside a base or something, a human player can easily trap the AI. Also the human can flank from two sides. Actually, this AI will probably work best for air units.
Marines > everything
Chef
Profile Blog Joined August 2005
10810 Posts
November 27 2009 19:52 GMT
#162
I just picture you playing on iCCup with this hahahaha.
LEGEND!! LEGEND!!
Avidkeystamper
Profile Blog Joined June 2008
United States8552 Posts
November 27 2009 19:54 GMT
#163
Wouldn't this be kinda bad against MnM seeing how the mutas don't attack at once?
Jaedong
PangO
Profile Blog Joined July 2009
Chile1870 Posts
November 27 2009 19:58 GMT
#164
On November 28 2009 04:11 sArite_nite wrote:
This is beautiful. If you could, why not put the AI into a UMS map for humans to train against perfect micro?

Yea doing a map with this would be cool.
In Economics, the majority is always wrong. aka: MattRz
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 27 2009 19:59 GMT
#165
On November 28 2009 04:22 spinesheath wrote:
Everyone is overreacting so much Oo
Seriously, this AI isn't even close to perfection, and without lots of work, mutas won't be as devastating as it might look. What you see in those videos is most likely all the AI can do at the moment. Flying back and forward, and sometimes shooting. It most likely has no idea what to do when faced with a surround. It especially can't anticipate one.


Actually it deals with surrounds pretty well. Unless the surround is perfectly symmetrical, it will find an edge with the most space to escape.
We spend our youth attaining wealth, and our wealth attaining youth.
Illusion.
Profile Blog Joined August 2009
United States348 Posts
November 27 2009 20:04 GMT
#166
whats the point to this????
STORK FOR LIFE.
Chef
Profile Blog Joined August 2005
10810 Posts
November 27 2009 20:15 GMT
#167
On November 28 2009 04:59 AssuredVacancy wrote:
Show nested quote +
On November 28 2009 04:22 spinesheath wrote:
Everyone is overreacting so much Oo
Seriously, this AI isn't even close to perfection, and without lots of work, mutas won't be as devastating as it might look. What you see in those videos is most likely all the AI can do at the moment. Flying back and forward, and sometimes shooting. It most likely has no idea what to do when faced with a surround. It especially can't anticipate one.


Actually it deals with surrounds pretty well. Unless the surround is perfectly symmetrical, it will find an edge with the most space to escape.

SHOW THE DISBELIEVERS :@ This is awesome... I can't believe there are people who don't think this is crazy cool. People have been doing AI for years and years, and the closest thing to this I ever saw was some upgraded peon harassment that only worked in conjunction with map triggers. Most AI up until now has just been cheat AI that gave the computer a lot of resources and instructions to spend them.
LEGEND!! LEGEND!!
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 27 2009 21:50 GMT
#168
To test the muta's ability to get the fuck out of a shitstorm, I spawned scourges on all sides of the mutas so they would be surrounded. The anti scourage micro still needs a bit of work though.

We spend our youth attaining wealth, and our wealth attaining youth.
flx!
Profile Joined May 2009
United States101 Posts
November 27 2009 22:04 GMT
#169
45k apm? i see you upgraded ;-)
The problem with the videos you are showing us is that the opposing AI is just a-moving.
Anybody can script an AI that beats an a-moving opponent, and while it's certainly the place to start, you seem to be past that. Show us some of you AI vs AI battles. Personally what I want to see is corsairs vs scourge, or muta/scourge ZvZ battles. Take this AI (the one in previous videos) as the default, then show us what is capable of beating it. It shouldn't be to hard.

Great work so far, AI scripting can be very fun.
Ma "Bobby Fisher" Jae Yoon
404.Delirium
Profile Joined May 2008
United States1190 Posts
November 27 2009 22:06 GMT
#170
Kid-A was such a great album.

Love this work, guys. Keep it up =)
seriously next disrespectful comment in this blog is ip ban. Be happy or get the hell out. // SC2 is like playing with neutral-colored Play-Doh while BW is like colorful Legos.
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 27 2009 22:08 GMT
#171
On November 28 2009 07:04 flx! wrote:
45k apm? i see you upgraded ;-)
The problem with the videos you are showing us is that the opposing AI is just a-moving.
Anybody can script an AI that beats an a-moving opponent, and while it's certainly the place to start, you seem to be past that. Show us some of you AI vs AI battles. Personally what I want to see is corsairs vs scourge, or muta/scourge ZvZ battles. Take this AI (the one in previous videos) as the default, then show us what is capable of beating it. It shouldn't be to hard.

Great work so far, AI scripting can be very fun.


I really want to try to play against my AI, but I only have one machine and I haven't got VM set up for it. And from what I heard from catyoul, it lags it up by having 2 ais playing against each other.

The thing with scourge vs muta micro is even if there was a better AI behind it, I doubt the results would be any different since the scourge can't get near the mutas for any micro(cloning) to take effect.
We spend our youth attaining wealth, and our wealth attaining youth.
Rodiel
Profile Joined August 2006
France573 Posts
November 27 2009 22:22 GMT
#172
very interresting and awesome.
FragKrag
Profile Blog Joined September 2007
United States11550 Posts
November 27 2009 22:22 GMT
#173
Man that is just amazing

it's a pitty that the scourge didn't focus on other mutas though !
*TL CJ Entusman #40* "like scissors does anything to paper except MAKE IT MORE NUMEROUS" -paper
TheYango
Profile Joined September 2008
United States47024 Posts
November 27 2009 22:24 GMT
#174
On November 28 2009 04:54 Avidkeystamper wrote:
Wouldn't this be kinda bad against MnM seeing how the mutas don't attack at once?

Not really. So long as each muta is hitting marines, it would be pretty hard for medics to heal the marines, and since the mutas all act independently, they get individual attacks in more frequently than a stack would be able to, since they can use openings that wouldn't be available to a stack.

It wouldn't be optimal, but by no means could it be called bad.
Moderator
bp1696
Profile Blog Joined February 2007
United States288 Posts
November 27 2009 22:32 GMT
#175
Wow, this is really awesome.

Will computer be able to beat the pros one day soon? Reminds me of Deep Blue and chess .
Sleep is for the fishes
We Are Here
Profile Blog Joined October 2006
Australia1810 Posts
November 27 2009 22:35 GMT
#176
On November 28 2009 07:32 bp1696 wrote:
Wow, this is really awesome.

Will computer be able to beat the pros one day soon? Reminds me of Deep Blue and chess .
no thanks, having a computer play better than the best human players destroys the game imo
He who turns those around him into allies, possesses the most terrifying ability in the world.
GTR
Profile Blog Joined September 2004
51418 Posts
November 27 2009 22:38 GMT
#177
is it not possible to program the ai to stack with 11 mutas and 1 overlord/larvae/whatever?
Commentator
zergnewb
Profile Blog Joined April 2009
United States816 Posts
November 27 2009 22:39 GMT
#178
@TheYango: Well isn't the reason mutas are stacked in the first place are to kill marines fast which unstacked mutas wouldn't really be able to do unless like just enough mutas to kill a marine target a single one which still won't work because without the stacking mutas are easier to hit. That is unless the mutas don't target a single marine all at once but close to the same time which still doesn't work too well since it makes it easier on the medic to heal the marine. ALTHOUGH it still isn't bad because it makes it much easier for mutas to work around marines and harass several spots.
Welcome to the Durst-Zone
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
November 27 2009 22:39 GMT
#179
On November 28 2009 07:38 GTR wrote:
is it not possible to program the ai to stack with 11 mutas and 1 overlord/larvae/whatever?


Selection doesn't exist programmatically, it's just a feature of the GUI to make life easier for the players.
We spend our youth attaining wealth, and our wealth attaining youth.
flx!
Profile Joined May 2009
United States101 Posts
November 27 2009 22:42 GMT
#180
On November 28 2009 07:32 bp1696 wrote:
Wow, this is really awesome.

Will computer be able to beat the pros one day soon? Reminds me of Deep Blue and chess .

Honestly, by the end of the AIIDE contest, the AIs will beat anyone on the 4 maps in the pool.
The difficulty of AI programming is rarely making something that beats humans (it was with chess and still is with Go), it's giving the user the impression of playing against a human, who makes mistakes like him. It's all about creating an enjoyable experience. That's really hard.
Also if you limit the APM of the AI to something reasonable, like 1000, then all the problem is about making choices and decisions, and that is also quite hard.
Ma "Bobby Fisher" Jae Yoon
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