Yeah, the D- players were really bad. The Terran in the first video had a terrible build order and then got ran over. In the second D- video, the Protoss put no pressure on the bot and then got ran over. Based on the replays, I would say the bot is currently around 800 (D-) on ICCup. Not quite D level, but capable of beating D- players.
I feel like you could start adding multiple build orders for different AI's, and then make it so that upon scouting certain tech choices the build would change in order to accommodate something like lurkers in PvZ where you need to get obs out in order to deal with them...
However when you add in the micro part of the AI I believe it becomes unfair to deal with as a human so some sort of micro APM cap could be placed on them and then they would become a sufficient training tool to get better against.
Anyways on the comment that the Bot is about 800 or so, I'd say that's a fairly accurate statement, I mean sure we would find D- players that could beat it, but no D player 1500 or so is ever going to get beaten by this thing. I mean the D- toss in the second video has like pure zealot no tech against M+V+T which just destroys all those zeals...
Plus anyone that knows they are playing against a bot can beat it... I would just tech straight to DT's after pressuring with goons... also the AI freaks out when your choke is blocked and they can't see up it.
On December 15 2009 01:13 Traveler wrote: I feel like you could start adding multiple build orders for different AI's, and then make it so that upon scouting certain tech choices the build would change in order to accommodate something like lurkers in PvZ where you need to get obs out in order to deal with them...
However when you add in the micro part of the AI I believe it becomes unfair to deal with as a human so some sort of micro APM cap could be placed on them and then they would become a sufficient training tool to get better against.
Anyways on the comment that the Bot is about 800 or so, I'd say that's a fairly accurate statement, I mean sure we would find D- players that could beat it, but no D player 1500 or so is ever going to get beaten by this thing. I mean the D- toss in the second video has like pure zealot no tech against M+V+T which just destroys all those zeals...
Plus anyone that knows they are playing against a bot can beat it... I would just tech straight to DT's after pressuring with goons... also the AI freaks out when your choke is blocked and they can't see up it.
An APM cap would inevitably lead to very weak AIs. Current AIs aren't extremely good at strategy, especially with limited information and a very rigid time constraint. Having to decide how to use a limited APM effectively would be another hard task to accomplish. Anyways, the whole point of those AIs is to create one that is better than humans and/or other AIs. It wouldn't make sense to intentionally make it weaker. You can always do that afterwards if you really need to.
On December 13 2009 18:30 SWPIGWANG wrote: 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.
That results in some very rigid behaviour, though. And for larger problems it may become extremely difficult to map out all the possibilities. I disagree with the idea that bots should be programmed with build orders - it would be far more useful to find generic methods that allow the bot to adapt in a wide range of situations.
On a different topic, djsherman, do you think you would recognize flaws faster if you told the player they were playing against a bot?
I think that T bot in that vs C- zerg video plays very odd. It can't even macro off one base it seems. It just has to not try doing a good strategy and then exploit superhuman mechanics.
Ive played against another BWAPI bot and that bot just kept making depots and units and just runs your over with perfect macro.
I guess you are just less far than that bot. The bot I played could get good building placement on any map. And if an SCV would get stuck it would realize that and use a new SCV. It could also somehow break down any map in pathways.
On January 12 2010 16:13 Glaucus wrote: Ive played against another BWAPI bot and that bot just kept making depots and units and just runs your over with perfect macro.