• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 23:22
CET 05:22
KST 13:22
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Behind the Blue - Team Liquid History Book15Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8herO wins SC2 All-Star Invitational14
Community News
ACS replaced by "ASL Season Open" - Starts 21/0220LiuLi Cup: 2025 Grand Finals (Feb 10-16)26Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker10PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)14
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker Terran Scanner Sweep Behind the Blue - Team Liquid History Book Weekly Cups (Jan 12-18): herO, MaxPax, Solar win
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) LiuLi Cup: 2025 Grand Finals (Feb 10-16) RSL Season 4 announced for March-April RSL Revival: Season 4 Korea Qualifier (Feb 14) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth Mutation # 510 Safety Violation
Brood War
General
Which units you wish saw more use in the game? ACS replaced by "ASL Season Open" - Starts 21/02 StarCraft player reflex TE scores [ASL21] Potential Map Candidates Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues Escore Tournament StarCraft Season 1 Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Fighting Spirit mining rates Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta
Other Games
General Games
Path of Exile Nintendo Switch Thread Diablo 2 thread Battle Aces/David Kim RTS Megathread ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Ask and answer stupid questions here! European Politico-economics QA Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ADHD And Gaming Addiction…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2144 users

2011 SC AI Competition - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 All
CoWsGoesMoo
Profile Joined June 2010
250 Posts
February 06 2011 22:11 GMT
#21
Did the bots ever get release for download anywhere? :<
Rlentless
Profile Joined January 2011
Hong Kong322 Posts
February 06 2011 22:50 GMT
#22
Yes, they have. Simply click this link:
http://eis.ucsc.edu/BotInstructions
And there should be a link on the words "part 1" and "part 2".
Of course read everything.

Note: Most of these bots you need different versions to run them.


antrax
Profile Joined July 2005
Peru191 Posts
February 07 2011 13:16 GMT
#23
Like I said before:

Did AI's consider worker micro for harvesting purposes? With constant micro AI could achieve maximum harvesting with 2 workers per mineral patch, hence faster macro mode.

In 1vs1 this little difference could give one side real economical advantage.
Deep tech
YejinYejin
Profile Blog Joined July 2009
United States1053 Posts
February 07 2011 13:28 GMT
#24
I have a question about the micro:
Mutalisk micro is simple enough for the AI to do. They just have each of the mutalisks do a moving shot, retreat, and then repeat. Vulture micro is simple, too. Move the vulture away, patrol click back at a specific angle, and then right click away again.

How about the concrete micro? Like in PvP, if each player has 2 zealots and 3 dragoons. I remember it happened at some point in a Stork vs Bisu game on Benzene, I think, and Stork came out of the battle without losing a single unit. Bisu's were all gone, and Stork's were just heavily damaged, but every single one was alive somehow. Or in TvP when Terran does Fake Double, and Protoss fights it with 3-5 dragoons. This micro is not a single action that you can perform easily over and over again given 1000 apm. It's a constant decision-making process.
안지호
Azzur
Profile Blog Joined July 2010
Australia6260 Posts
February 07 2011 13:33 GMT
#25
For a long time, people thought that computers could not compete with humans in chess. The best computers now destroy the humans players.
YejinYejin
Profile Blog Joined July 2009
United States1053 Posts
Last Edited: 2011-02-07 13:43:28
February 07 2011 13:42 GMT
#26
I've said this before in a previous thread, but the type of computing is different. In chess, the computers abuse their tactical advantage, calculating every possible line out to twenty or more moves, and seeing which is the best one, a task that humans simply can not do. In Starcraft, that's just not possible. The "moves" that these lines are composed must now be calculated every frame instead of every turn, and instead of one piece moving, with generally not that many possible spaces for it to move to, you have one unit or control group moving, with SIGNIFICANTLY more spots that it can move to. Basically, for a starcraft AI, the computer can no longer do what computers are good at (i.e. computing).
안지호
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
February 07 2011 14:16 GMT
#27
On February 05 2011 11:43 gen.Sun wrote:
A round where a bot has to play all 3 races.

A round where a 'surprise' element is added to the game on tournament day, in order to check for AI's adaptability. In mirror matchups maybe a unit is removed. For example, zerglings or mutas in ZvZ.

Or maybe a special Python where the the main has only 4 mineral patches. A sudden decrease of CC/Hatch/Nexus price to 75/100/100. (ehh, probably imba in favor of zerg) These are some example surprises.

This way we can see whether the AIs are truly intelligent or have hard coded BOs.

From my understanding all the current bots would fail pretty hard if tested like this. But with another year maybe it's enough time to write something more flexible?


I actually disagree with this stuff. Adding random elements isnt worth it. its hard enough coming up with a stable AI. adaptability doesnt matter at all....coming up with the best standard ai is better.
Jaedong :3
Mumei
Profile Blog Joined August 2010
United States257 Posts
February 07 2011 14:18 GMT
#28
On February 07 2011 22:33 Azzur wrote:
For a long time, people thought that computers could not compete with humans in chess. The best computers now destroy the humans players.


I think the advantage the computer has in chess (brute-force calculation to move that gives them the most profit in the short-term (say, next 5 or 6 moves, the subtractive nature of the game, fairly easily to create an evaluative system) based on a system that gives a value to each piece (with the King naturally being given an absurdly disproportionate value to represent how important it is) won't really help in StarCraft, since decision-making is more complicated in SC than that, since it is somewhat harder to determine what the exact value is of a given choice - at least for a computer; human players tend to have an intuitive sense of what they should be doing.

It's the same reason that computer go programs are still at about 6 - 7 stone handicaps behind top human professional players, which is fairly huge, considering how much of an advantage 6 - 7 stone is worth. As the Wikipedia entry for go handicaps puts it, "In points terms, one stone is considered to be 13-16 points, but this figure is not constant over levels: the more skillful a player, the greater the usefulness of each stone." In other words, it's basically a 80 - 110 point advantage; games of go should be won by less than 10 points if the opponents are evenly matched or the handicap is correct. Go programs, in other words, aren't anywhere close to beating top human players at even odds, let alone to the point where computer chess programs are (which can actually give odds to human players ala 19th century chess money matches).

Computer StarCraft will have a huge advantage insofar as having the APM to do everything mechnically perfectly, but I think it'll have the same problems with evaluating positions and decision-making that computer go programs have, and the same inability to brute-force calculations for what the best move is (in chess, programs look a few turns ahead; this is impossible in go, because there are so many more legal moves in an average turn, and because of the aforementioned difficulty in evaluating positions). Perhaps the micro / macro perfection will allow the computer to overcome that weakness fairly quickly, but I'd really like to one day see a StarCraft AI that is capable of outplaying a person while playing merely peak human level, mechanically speaking - I think that'll be more meaningful.
Trias
Profile Joined November 2007
Netherlands53 Posts
February 07 2011 15:17 GMT
#29
On February 05 2011 10:51 djsherman wrote:
I'd like to hear from the StarCraft community: what would you like to see from this years competition, as far as organization, results, and rules?


One thing to possibly add is to give the the opportunity to study its opponents.

Each bot should have access to the replays of its opponent before the next match. No manual modifications to the bots should be allowed between matches. So, if a bot wants to take advantage of this info it should have an algorithm to study patterns in its opponents play.

It would be interesting to see what different things the teams come up with to take advantage of this. A relatively ease thing to check for is the likelihood of the opponent rushing, which could be used to modified the priority of building early defense.

If teams come up with successful ways of analyzing the opponent, it will also stimulate the development of less predictable bots.
rasdasd
Profile Joined June 2010
United States82 Posts
February 08 2011 02:10 GMT
#30
On February 08 2011 00:17 Trias wrote:
Show nested quote +
On February 05 2011 10:51 djsherman wrote:
I'd like to hear from the StarCraft community: what would you like to see from this years competition, as far as organization, results, and rules?


One thing to possibly add is to give the the opportunity to study its opponents.

Each bot should have access to the replays of its opponent before the next match. No manual modifications to the bots should be allowed between matches. So, if a bot wants to take advantage of this info it should have an algorithm to study patterns in its opponents play.

It would be interesting to see what different things the teams come up with to take advantage of this. A relatively ease thing to check for is the likelihood of the opponent rushing, which could be used to modified the priority of building early defense.

If teams come up with successful ways of analyzing the opponent, it will also stimulate the development of less predictable bots.


I believe information could be saved between sets, but were wiped between rounds/matches. I believe Overmind saved some flags indicating if the opposing AI would rush or play economic. But i would not allow access to replays between rounds, as this is information that in a regular tournament would never be allowed. For instance in a tourney, people have set build orders as they have practiced them heavily. If a replay was seen before a set was played, the opponent could just create a build order advantage and the coolness factor has just been diminished.
Stuck in traffic? Use a Reaver.
Trias
Profile Joined November 2007
Netherlands53 Posts
February 08 2011 13:36 GMT
#31
On February 08 2011 11:10 rasdasd wrote:
Show nested quote +
On February 08 2011 00:17 Trias wrote:
On February 05 2011 10:51 djsherman wrote:
I'd like to hear from the StarCraft community: what would you like to see from this years competition, as far as organization, results, and rules?


One thing to possibly add is to give the the opportunity to study its opponents.

Each bot should have access to the replays of its opponent before the next match. No manual modifications to the bots should be allowed between matches. So, if a bot wants to take advantage of this info it should have an algorithm to study patterns in its opponents play.

It would be interesting to see what different things the teams come up with to take advantage of this. A relatively ease thing to check for is the likelihood of the opponent rushing, which could be used to modified the priority of building early defense.

If teams come up with successful ways of analyzing the opponent, it will also stimulate the development of less predictable bots.


I believe information could be saved between sets, but were wiped between rounds/matches. I believe Overmind saved some flags indicating if the opposing AI would rush or play economic. But i would not allow access to replays between rounds, as this is information that in a regular tournament would never be allowed. For instance in a tourney, people have set build orders as they have practiced them heavily. If a replay was seen before a set was played, the opponent could just create a build order advantage and the coolness factor has just been diminished.

But this is information that is usually available for public/televised tournaments. A human player can (and usually does) study the VODs of previous matches played by his/her opponent. Of course a VOD isn't exactly a replay, but still contains a lot of information.
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
HomeStory Cup 28 - Group C
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 253
NeuroSwarm 233
WinterStarcraft118
StarCraft: Brood War
Leta 195
JulyZerg 115
910 56
Icarus 6
Dota 2
monkeys_forever661
LuMiX1
League of Legends
JimRising 813
Super Smash Bros
C9.Mang01729
Mew2King75
Other Games
summit1g16842
ToD109
ROOTCatZ39
Moletrap5
Organizations
Other Games
gamesdonequick1142
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• davetesta43
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush799
• Stunt379
Upcoming Events
Sparkling Tuna Cup
5h 38m
LiuLi Cup
6h 38m
Maru vs Reynor
Serral vs Rogue
Ladder Legends
13h 38m
Replay Cast
19h 38m
Replay Cast
1d 4h
Wardi Open
1d 7h
Monday Night Weeklies
1d 12h
OSC
1d 19h
WardiTV Winter Champion…
2 days
Replay Cast
3 days
[ Show More ]
WardiTV Winter Champion…
3 days
Replay Cast
3 days
PiG Sty Festival
4 days
The PondCast
4 days
KCM Race Survival
4 days
WardiTV Winter Champion…
4 days
Replay Cast
4 days
PiG Sty Festival
5 days
Epic.LAN
5 days
Replay Cast
5 days
PiG Sty Festival
6 days
CranKy Ducklings
6 days
Epic.LAN
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-02-14
Rongyi Cup S3
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
LiuLi Cup: 2025 Grand Finals
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Escore Tournament S1: King of Kings
[S:21] ASL SEASON OPEN 1st Round
[S:21] ASL SEASON OPEN 1st Round Qualifier
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4
IPSL Spring 2026
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
WardiTV Winter 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.