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BW AI Videos Thread - Page 3

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 Next All
aeroH
Profile Blog Joined February 2009
United States1034 Posts
December 12 2009 04:21 GMT
#41
didn't see most of these
thanks for putting them in one thread
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
December 12 2009 08:18 GMT
#42
The "whole game" videos suggests the AI designs aren't robust and can get confused at times...... I wonder what kind of decision tree structure is being used...
Spazer
Profile Blog Joined March 2009
Canada8036 Posts
December 12 2009 08:58 GMT
#43
Those new videos are sweet. It's pretty clear that the AI needs some major work though. For instance, the mine placement is horrendous. I kept expecting catastrophic tank explosions. SCVs seem to be pulled at the oddest times as well. Most of the attacks could have been held off without SCVs helping, and other times, they just kinda wander into the line of fire and do nothing.

I found the reliance on mnm kinda strange. Has mech just not been implemented yet, or does the AI really perform better with mnm?
Liquipedia
Saturnize
Profile Blog Joined November 2009
United States2473 Posts
December 12 2009 09:08 GMT
#44
how are they doing this?
"Time to put the mustard on the hotdog. -_-"
MamiyaOtaru
Profile Blog Joined September 2008
United States1687 Posts
December 12 2009 10:55 GMT
#45
given the limitations and difficulty inherent in programming BW AI this is amazing
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
December 12 2009 11:48 GMT
#46
On December 12 2009 19:55 MamiyaOtaru wrote:
given the limitations and difficulty inherent in programming BW AI this is amazing

Yeah, the only full game I've watched is the TvZ and it blew my mind. I can't imagine the final product of all these projects.
leetchaos
Profile Blog Joined November 2008
United States395 Posts
December 12 2009 11:57 GMT
#47
Dragoon micro gave me a hard-on.
Flicky
Profile Blog Joined December 2008
England2675 Posts
December 12 2009 12:52 GMT
#48
Is there anything in the AI that can establish an opponents tech path and build to counter it?

It seems so far that if they're being countered, they'll just keep going the same tech path.
Liquipedia"I was seriously looking for a black guy" - MrHoon
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
December 12 2009 13:43 GMT
#49
Looks pretty awesome. Hope to be able to play vs a really good ai one day. Too bad I dont have any programming skills, otherwise I would make a basic hunters zerg and protoss ai. Mindless buildorder plays (normal bw ai) goes pretty far when it comes to practise there.
I have the best fucking lawyers in the country including the man they call the Malmis.
djsherman
Profile Blog Joined November 2009
United States140 Posts
December 12 2009 16:28 GMT
#50
A normal (fastest) speed video versus a C ranked Zerg

I'm expecting the results of the competition to lead to commentary worthy VODs

+ Show Spoiler +

The bot loses, obviously. I was just impressed it lasted 11 minutes.



StarCraft AI Competition Organizer
djsherman
Profile Blog Joined November 2009
United States140 Posts
December 12 2009 16:33 GMT
#51
Right now the EISBot uses a fixed strategy, where certain tech buildings are built at specific supply timings. Also, the placing of mines if completely reactive, based on detecting an enemy. So once an enemy is in the range of a vulture, the vulture will plant mines and then flee. Tanks have a similar behavior and will siege as soon as an enemy is in range and unsiege once an enemy is no longer in range. So this explains why the bot is still predictable.

My long term plans are to have the bot learn from mining replays of professional players. The bot will select a standard build given the map and match up and then adapt to the opponent based on actions that professional players have taken. Right now this is completely theoretical (I'm a PhD student), but I expect to advance the field of game AI.
StarCraft AI Competition Organizer
wswordsmen
Profile Joined October 2007
United States987 Posts
December 12 2009 18:24 GMT
#52
On December 13 2009 01:33 djsherman wrote:
Right now the EISBot uses a fixed strategy, where certain tech buildings are built at specific supply timings. Also, the placing of mines if completely reactive, based on detecting an enemy. So once an enemy is in the range of a vulture, the vulture will plant mines and then flee. Tanks have a similar behavior and will siege as soon as an enemy is in range and unsiege once an enemy is no longer in range. So this explains why the bot is still predictable.

My long term plans are to have the bot learn from mining replays of professional players. The bot will select a standard build given the map and match up and then adapt to the opponent based on actions that professional players have taken. Right now this is completely theoretical (I'm a PhD student), but I expect to advance the field of game AI.

That explains why the bot fell apart to Mutalisks. If the C player didn't know it was a bot I would guess he was very suprised that a player that defended that well to his attack couldn't deal with Mutalisks.
motbob
Profile Blog Joined July 2008
United States12546 Posts
December 12 2009 19:41 GMT
#53
EISBot vs D- human:
ModeratorGood content always wins.
butter
Profile Blog Joined July 2009
United States785 Posts
December 12 2009 20:55 GMT
#54
On December 13 2009 01:33 djsherman wrote:
My long term plans are to have the bot learn from mining replays of professional players. The bot will select a standard build given the map and match up and then adapt to the opponent based on actions that professional players have taken. Right now this is completely theoretical (I'm a PhD student), but I expect to advance the field of game AI.

I wish you luck. Developing an AI that plays like a skilled human is a much harder (and more interesting?) problem than simply producing a competitive AI.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
motbob
Profile Blog Joined July 2008
United States12546 Posts
December 12 2009 21:05 GMT
#55
Terran bot vs D+ Protoss:
ModeratorGood content always wins.
Traveler
Profile Blog Joined September 2009
United States451 Posts
December 13 2009 08:51 GMT
#56
Its seems like the bots have some serious flaws in their play from what I have seen...

They don't adapt at all, and they also have no concept of positioning either building or unitwise.

Otherwise the micro ones are incredible even though they also seem to have some problems in prioritizing.
Can you ever argue in favor of something without first proving it?
Vasoline73
Profile Blog Joined February 2008
United States8139 Posts
December 13 2009 09:14 GMT
#57
lol in the Bot v D- terran I couldn't tell who the bot was ^.^
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
Last Edited: 2009-12-13 09:33:28
December 13 2009 09:30 GMT
#58
My long term plans are to have the bot learn from mining replays of professional players. The bot will select a standard build given the map and match up and then adapt to the opponent based on actions that professional players have taken. Right now this is completely theoretical (I'm a PhD student), but I expect to advance the field of game AI.

I'm not sure this is a good plan, since the capacities of a human and a computer is very different. Look at successful chess programs for example, the way a computer plays is very different from that of a human, with different kind of strength and weaknesses. I don't think trying to emulate a human would result in a strong opponent or really advance the field of research that is AI. (since it is probably end up as some decision tree sort type of thing with a lot handcrafting given resource and time constrains)

I think the best way to build a strong game AI in starcraft is to first divide the game up into sub problems (eg. muta vs marines), attempt to figure out which ones can be solved and design AI build orders in things that is good in while avoiding those that it can not cope with.

Build orders are often the major weakness of human players. However for a computer, even something as basic as getting units unjammed or coping with a lone guardian shooting at your CC will take work, let alone things like avoiding a flank. AI is very very stupid and the simplest things to a human is hard in an AI.
ithron
Profile Joined February 2009
Norway19 Posts
December 13 2009 12:09 GMT
#59
Not sure if this one was posted before, Elsbot vs a D- player (horrible D- player)

The comment at the end is just too hilarious.
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
December 13 2009 14:25 GMT
#60
You should make 2port wraith the standard build for TvZ, because it most likely is the most powerful in the hands of a good AI.

(and it will make for some sick sick replays.. imagine wraith micro at 5 differerent places at once)
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