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BW AI Videos Thread - Page 5

Forum Index > BW General
Post a Reply
Prev 1 2 3 4 5 All
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
January 29 2010 08:41 GMT
#81
more like late 3 hatch muta :D
grigorin
Profile Joined December 2009
Austria275 Posts
January 29 2010 11:31 GMT
#82
On January 29 2010 17:41 Too_MuchZerg wrote:
more like late 3 hatch muta :D


Yeah... I tried to copy the 2 Hatch build from liquipedia, but the buildordermanager kind of screws things up too much
djsherman
Profile Blog Joined November 2009
United States140 Posts
February 11 2010 21:52 GMT
#83
Some cool tricks with BWAPI



StarCraft AI Competition Organizer
djsherman
Profile Blog Joined November 2009
United States140 Posts
February 11 2010 21:53 GMT
#84
Running multiple bots in a FFA using virtualbox

StarCraft AI Competition Organizer
grigorin
Profile Joined December 2009
Austria275 Posts
Last Edited: 2010-03-15 23:31:07
March 15 2010 23:29 GMT
#85
Botalisk vs. 2 Standard AIs

+ Show Spoiler +


Had some time (damn SC2) to work on my AI. Now it can handle two standard AIs no problem. The only real challange is the first push, then it's basically cleanup. (This AI does NOT cheat!)

Improvements:
-counters earlygame workerharass (from scout-peons)
-counters bunkerrushes quite well
-kills scout-peons
-positions overlords in a more strategic way (still very stupid)
-much better targetselections
-heavily damaged units retreat from attack
-expands (multiple times) as a follow up

APM: 28600

Next testings will be on real players, but until then there is still much to do - Stay tuned (subscribe) :-)

Next goals:
-better dealing with high range weapons (goliaths/turrets) and bunkers
-refine earlygame BO (mutas could be out 30 seconds earlier)
-better scouting -> sunken only when absolutely necessary
-maybe implement upgrades in BO
-"contain" mode if someone turtles too much
-transition into lurker or sth.
-add zergling-micro-method
Ronald_McD
Profile Blog Joined November 2008
Canada807 Posts
March 16 2010 00:17 GMT
#86
On March 16 2010 08:29 grigorin wrote:
Botalisk vs. 2 Standard AIs

+ Show Spoiler +
http://www.youtube.com/watch?v=I9OcKhH8EOI


Had some time (damn SC2) to work on my AI. Now it can handle two standard AIs no problem. The only real challange is the first push, then it's basically cleanup. (This AI does NOT cheat!)

Improvements:
-counters earlygame workerharass (from scout-peons)
-counters bunkerrushes quite well
-kills scout-peons
-positions overlords in a more strategic way (still very stupid)
-much better targetselections
-heavily damaged units retreat from attack
-expands (multiple times) as a follow up

APM: 28600

Next testings will be on real players, but until then there is still much to do - Stay tuned (subscribe) :-)

Next goals:
-better dealing with high range weapons (goliaths/turrets) and bunkers
-refine earlygame BO (mutas could be out 30 seconds earlier)
-better scouting -> sunken only when absolutely necessary
-maybe implement upgrades in BO
-"contain" mode if someone turtles too much
-transition into lurker or sth.
-add zergling-micro-method


Oh my God that bot rapes so hard.

Any news on the other bots, anyone?
FUCKING GAY LAGS
hifriend
Profile Blog Joined June 2009
China7935 Posts
March 16 2010 00:42 GMT
#87
On March 16 2010 08:29 grigorin wrote:
Botalisk vs. 2 Standard AIs

+ Show Spoiler +
http://www.youtube.com/watch?v=I9OcKhH8EOI


Had some time (damn SC2) to work on my AI. Now it can handle two standard AIs no problem. The only real challange is the first push, then it's basically cleanup. (This AI does NOT cheat!)

Improvements:
-counters earlygame workerharass (from scout-peons)
-counters bunkerrushes quite well
-kills scout-peons
-positions overlords in a more strategic way (still very stupid)
-much better targetselections
-heavily damaged units retreat from attack
-expands (multiple times) as a follow up

APM: 28600

Next testings will be on real players, but until then there is still much to do - Stay tuned (subscribe) :-)

Next goals:
-better dealing with high range weapons (goliaths/turrets) and bunkers
-refine earlygame BO (mutas could be out 30 seconds earlier)
-better scouting -> sunken only when absolutely necessary
-maybe implement upgrades in BO
-"contain" mode if someone turtles too much
-transition into lurker or sth.
-add zergling-micro-method

That is absolutely sick. I'm looking forward to tests on real players!
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
March 16 2010 17:12 GMT
#88
The botalisk is looking very nice, the target priority is extremely improved from origional versions, Still lots of room for improvement as you mentioned, and I'd love to see it when it's 'done'!

It would also be interesting to see how it fares vs players of each race on B-net, what kind of rank it could get on iccup would be interesting too.
Prev 1 2 3 4 5 All
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