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AI script - Page 2

Forum Index > BW General
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Yarertz
Profile Joined February 2003
Djibouti1891 Posts
April 12 2003 00:08 GMT
#21
BM play on ai scripts 1 or more years ago :/
StarCraft : 26.IX.2001 - 8.XII.2004 (1167 days) R.I.P [`]
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 12 2003 00:16 GMT
#22
Hooligan- You have done nothing but flaming (13 posts of flame o_o) so if you now would just kindly shut the fuck up and try to post a non flaming post, kk thx-_-

Regarsd FrozenArbiter
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Funktion
Profile Joined January 2003
Australia156 Posts
Last Edited: 2003-04-12 01:18:23
April 12 2003 01:16 GMT
#23
On April 12 2003 06:23 NeX[CHaP]ReaPeR wrote:
It's possible definitly. The scripts Blackman made aren't ameture shit. They are the real deal.

The thing tho is that Blackman has a natural talent for playing and for programming. He was able to make scripts far beyond the level of the Blizzard ones that can adapt, use proper builds, etc. The one thing that I suspect with his scripts though is that they can only fight Z properly as he would only need them to be able to play against Zerg (which is Blackman's race).

Last I checked Blackman has not released them. And I doubt he ever will unless we all ask really nice. Maybe someone which connections can wheedle them out of him, I dunno. lol


Maybe the scripts were sent back from the future. Like in the movie Terminator. WHOAH!

Anyway IF he ever used scripts it would be just used as a guide for build orders. He could get the comp to do a build and test out his timings etc. The level of "thought process" displayed by the computer your talking about would take much more than a person with "a natural talent". Like a Terminator...WHOAH!
Wuzzle Woozle?
Inspire
Profile Joined March 2003
132 Posts
April 12 2003 01:51 GMT
#24
It is very hard to do very good AI script. You have to spend a lot of time doing this and SCAIEditor has some bugs which change sometimes the build order which computer had to play. It is very annoying.
BlackMan has got some AI scripts and I do not think that he post them anywhere or give it someone. I have seen his scripts but not all and it was 2 years ago. I've got some of them but now they are useless. I used SCAI and you can make for example 4 different build orders in 1 script and you have to set the possibility of using one of this script. If you are good it takes 1 week to do good script. I think it is better to play with human players than wasting time.
Ace
Profile Blog Joined October 2002
United States16096 Posts
April 12 2003 02:35 GMT
#25
Its pretty far fetched to even think of making good AI for SC. Like stated before the only reason chess can be programed with AI is because the game can be broken down mathetically(hell, anyone who did the popular "knights tour" problem sees how it works). Brood War is a REAL Time game. It would be pretty hard for the computer to have the perfect b.o. and switch units without scouting. The funny thing about"mutas staying out of turret range" is what is going to happen if they stay out of turret range but you have to inlcude a switch for "marine range with turret" and "marine range solo". Things will get pretty dicey for everyone of these little situations.
Math me up, scumboi. - Acrofales
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
Last Edited: 2003-04-12 03:53:40
April 12 2003 03:47 GMT
#26
Hmmmmmmm.
Ilnp: I wasn't saying it would be easy to program that kind of AI . I was just saying it would be easier probably than programming the chess AI as a lot of strategical imperfections could be overcome by an insanely good set of scripts for microing everything. After all, Deep Blue took over 10 years even tho' it wasn't the first chess AI by a long way. Just to throw in my two cents, chess is very mathematical but it is impossible to solve it completely from a mathematical standpoint as the possible positions on the board = 10 to 125 or something stupid like that. The computer needs some sort of "intuition" as otherwise it would spend most of it's thinking time looking at positions and moves that the opponent will never make. I've also studied chess a lot .

EDIT: I think the reason go hasn't got the same kind of AI is that microsoft haven't tried to create a go AI. Deep Blue is well ahead of any commercially available programs (although I don't doubt some of them use ideas from Deep Blue's program) . Go has got more possible positions but I hold the belief that if the same kind of effort was put into it the same kind of result would be acheived.
I am the mirror, I am the destiny, I am the herald that points the way...
jtan
Profile Blog Joined April 2003
Sweden5891 Posts
April 12 2003 06:22 GMT
#27
But if blackman do have great scripts, i somebody else has to has some too!
It would just be great if someone could find them so I could download em
Enter a Uh
LOBO
Profile Joined March 2003
Poland80 Posts
April 12 2003 07:08 GMT
#28
What`s Go?

About Blackman - do you think his brother is a close person to BM? Well, I was talking to him on WCG in Poland, and, if my memory serves well, he spoke something about the scripts. We were talking more about Blackmans play by the means of the technical point of view, like hotkeys etc. though. On the next WCG, I`ll do a full interview with both of them, so you`ll know the truth
Salvation is nothing, nothing is salvation
LOBO
Profile Joined March 2003
Poland80 Posts
April 12 2003 07:10 GMT
#29
If you`re looking for some AI scripting stuff, check this out:
http://come.to/SCEditor
Salvation is nothing, nothing is salvation
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
Last Edited: 2003-04-12 08:18:54
April 12 2003 08:18 GMT
#30
JOBO: Go is the Japanese equivalent of chess, it is estimated that it has around 10 to 180 possible positions . Like chess it also can't be solved by pure number crunching although I have the feeling that sooner or later computers will start to dominate in both those games (probably later rather than sooner but... hey). More info can be found at http://www.telgo.com/
I am the mirror, I am the destiny, I am the herald that points the way...
RaGe_banned
Profile Joined March 2003
United States538 Posts
April 12 2003 08:35 GMT
#31
BlackMaN did use AI scripts, he told me because he has a terrible internet connection he programmed the computers to do certain builds on maps, do certain drops, expo when their main minerals are at a certain amount left and several other things. Today he still probably does this because he does not have a good internet connection.
Beyonder = The One Thousand Three Hundred and Thirty Seven King
Clutch3
Profile Joined April 2003
United States1344 Posts
April 12 2003 11:05 GMT
#32
I really doubt that BW is more complicated than chess. It probably is more involved, because there is a physical aspect to it, but chess has continually spawned brand new strategies (meaning entirely new full-game strategies, not just "tricks") for hundreds of years. Whereas these days in BW we get some new twists from time to time, but after five years, if you download any TvP replay you are 80-90% sure to see the same kind of units and strategies. If you go grab a random chess game from a website, with two good players, you generally have no idea what is going to come out of it.

As far as the AI goes, I think you can overcome a lot of the typical computer stupidity by utilizing the fact that the CPU can have perfect micro of multiple units. Just designing a clever micro script for each zergling in a 9-pool could put a lot of players in big trouble. Imagine, each zergling could be told to run away and heal (or attack a far-away building) when it got to low HPs. They could also be told to run from any zealot (unless there were a certain number of lings in the neighborhood or something). Once the CPU had 8-10 lings in your base, all of them in different places attacking different things, it could be very powerful, esp against a Z/P who has no ranged attack early game. And all this time, the CPU could be macroing perfectly to expo or make new lings. I think a well-designed ling AI could put a lot of players on the ropes (until they learned to defend against ling rush, then you'd have to add another BO to spice things up a bit). Of course, I have no idea how difficult this would be to implement, but it seems that if the scripting language is well-done, it shouldn't be too hard...
Ion)Positive
Profile Joined March 2003
Morocco1389 Posts
April 12 2003 17:14 GMT
#33
I only read first page.. But in speculation to "If brood war would still be played in 2200, an average good player could probably school today's progamers. Had it been given centuries upon centuries to evolve..."
This is rather.. well.. blalant bs.. I mean sure average players now could school progamers if we went back in time to 99'.. But now its like.. You can NEVER make anymore strats, you can just add/change small things to make them better... Its like Grrr.. Said, BW has many many many many possiblities, but is not infinite..
Anyways, i'm in the process of programming an AI now.. Its easier then I expected, much easier then C++ which is quite easy in basics..
IE:
The famous "Hello World!" code.
Anyways.. If anyone would want to work with me, please tell me. I'm looking for a versitile AI that can adapt to all matchups, and won't try anything really stupid or impossible, but will be unprediticatable like FisheYe.
Because everything is nothing and emptiness isnt everything. This reality is really just a fucked up dream with the flesh and the blood that you carve your soul flip it inside out its a big black hole.
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 18:43 GMT
#34
Well!! I just realized that the SC AI Editor by camelot systems DOES come with a help file!! And it seems to be in order, I just realized it, so now I think if you get that, read the help file, you CAN write your own AI scripts (This is a hueg thing for me, and I'm sure it will be for the guy asking too Gl HF, I know I will
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
hasuwar
Profile Joined April 2003
7365 Posts
Last Edited: 2003-04-12 18:53:24
April 12 2003 18:51 GMT
#35
Whoa.. this might be out of my league..or my desire to create an AI script atleast, lol. And that's only 1 page of the help file? =\

Check out the harass factors? I think you could write some pretty crazy AI shit with this... >

Header commands

farms_notiming
Build necessary farms only when it hits the maximum supply available.

farms_timing
Build necessary farms with a correct timing, so nothing is paused by a maximum supply limit hit.

start_areatown
Starts the AI Script for area town management.

start_campaign
Starts the AI Script for Campaign.

start_town
Starts the AI Script for town management.



Build/Attack/Defense order commands

attack_add (byte) (military)
Add %1(byte) %2(military) to the current attacking party.

attack_clear
Clear the attack data.

attack_do
Attack the enemy with the current attacking party.

attack_prepare
Prepare the attack.

build (byte) (building) (byte)
Build %2(building) until it commands %1(byte) of them, at priority %3(byte).

defensebuild_aa (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking air units, when air units are attacked.

defensebuild_ag (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking air units, when ground units are attacked.

defensebuild_ga (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking ground units, when air units are attacked.

defensebuild_gg (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking ground units, when ground units are attacked.

defenseclear_aa
Clear defense against enemy attacking air units, when air units are attacked.

defenseclear_ag
Clear defense against enemy attacking air units, when ground units are attacked.

defenseclear_ga
Clear defense against enemy attacking ground units, when air units are attacked.

defenseclear_gg
Clear defense against enemy attacking ground units, when ground units are attacked.

defenseuse_aa (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking air units, when air units are attacked.

defenseuse_ag (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking air units, when ground units are attacked.

defenseuse_ga (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking ground units, when air units are attacked.

defenseuse_gg (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking ground units, when ground units are attacked.

guard_resources (military)
Send units of type %1(military) to guard as many resources spots as possible(1 per spot).

tech (tech) (byte)
Research technology %1(technology), at priority %2(byte).

train (byte) (military)
Train %2(military) until it commands %1(byte) of them.

upgrade (byte) (upgrade) (byte)
Research upgrade %2(upgrade) up to level %1(byte), at priority %3(byte).

wait (word)
Wait for %1(word) tenths of second in normal game speed.

wait_finishattack
Wait until attacking party has finished to attack.

wait_build (byte) (building)
Wait until computer commands %1(byte) %2(building).

wait_buildstart (byte) (unit)
Wait until construction of %1(byte) %2(unit) has started.

wait_train (byte) (building)
Wait until computer commands %1(byte) %2(military).


Flow control commands

call (block)
Call %1(block) as a sub-routine.

enemyowns_jump (unit) (block)
If enemy has a %1(unit), jump to %2(block).

enemyresources_jump (word) (word) (block)
If enemy has at least %1(word) minerals and %2(word) gas then jump in %3(block).

goto (block)
Jump to %1(block).

groundmap_jump (block)
If it is a ground map(in other words, if the enemy is reachable), jump to %1(block).

killable
Allows the current thread to be killed by another one.

kill_thread
Kill the current thread.

notowns_jump (unit) (block)
If computer doesn't have a %1(unit), jump to %2(block).

race_jump (block) (block) (block)
According to the enemy race, jump in %1(block) if enemy is Terran, %2(block) if Zerg or %3(block) if Protoss.

random_jump (byte) (block)
There is %1(byte) chances out of 256 to jump to %2(block).

resources_jump (word) (word) (block)
If computer has at least %1(word) minerals and %2(word) gas then jump in %3(block).

return
Return to the flow point of the call command.

stop
Stop script code execution. Often used to close script blocks called simultaneously.

time_jump (byte) (block)
Jumps to %2(block) if %1(byte) normal game minutes have passed in the game.


Multiple threads commands

expand (byte) (block)
Run code at %2(block) for expansion number %1(byte)

multirun (block)
Run simultaneously code at %1(block).


Miscellaneous commands

create_nuke
Create a nuke. Should only be used in campaign scripts.

create_unit (unit) (word) (word)
Create %1(unit) at map position (x,y) where x = %2(word) and y = %3(word). Should only be used in campaign scripts.

debug (string) (block)
Show debug string %2(string) and continue in %1(block). (UNSUPPORTED)

define_max (byte) (unit)
Define maximum number of %2(unit) to %1(byte).

give_money
Give 2000 ore and gas if owned resources are low. Should only be used in campaign scripts.

nuke_pos (word) (word)
Launch a nuke at map position (x,y) where x = %1(word) and y = %2(word). Should only be used in campaign scripts.

send_suicide (byte)
Send all units to suicide mission. %1(byte) determines which type: 0 = Strategic suicide; 1 = Random suicide.

set_randomseed (word) (word)
Set random seed to %1(word) %2(word) (The two words are transformed in a 32-bit integer).


StarEdit commands

disruption_web
Disruption Web at selected location. (STAREDIT)

enter_bunker
Enter Bunker in selected location. (STAREDIT)

enter_transport
Enter in nearest Transport in selected location. (STAREDIT)

exit_transport
Exit Transport in selected location. (STAREDIT)

harass_location
AI Harass at selected location. (STAREDIT)

junkyard_dog
Junkyard Dog at selected location. (STAREDIT)

make_patrol
Make units patrol in selected location. (STAREDIT)

move_dt
Move Dark Templars to selected location. (STAREDIT)

nuke_location
Nuke at selected location. (STAREDIT)

player_ally
Make selected player ally. (STAREDIT)

player_enemy
Make selected player enemy. (STAREDIT)

recall_location
Recall at selected location. (STAREDIT)

sharedvision_off
Disable Shared Vision for selected player. (STAREDIT)

sharedvision_on
Enable Shared vision for selected player. (STAREDIT)

value_area
Value this area higher. (STAREDIT)


Unknown purpose commands
Note: These are the most interesting commands to make research on. With the accurate opcode name list, they're now easier to decipher, but many still don't act as expected, or are still too obscure. I've paused my research on them to release ScAIEdit 3.1 faster, meaning some might be quite easy to discover.

allies_watch (byte) (block)
The use of this command is unknown. Takes %1(byte) and %2(block) as parameters.

capt_expand
The use of this command is unknown. Takes no parameter.

check_transports
The use of this command is unknown. Takes no parameter.

creep
The use of this command is unknown. Takes %1(byte) as parameter. Blizzard always uses 3 and 4 for %1(byte), on Zerg and rarely Protoss.

default_min (byte)
The use of this command is unknown. Takes %1(byte) as parameter.

defaultbuild_off
The use of this command is unknown. Takes no parameter.

do_morph
The use of this command is unknown. Takes no parameters.

fake_nuke
The use of this command is unknown. Takes no parameters.

get_oldpeons (byte)
The use of this command is unknown. Takes %1(byte) as parameter. Seems to do nothing when called. (?!)

guard_all
The use of this command is unknown. Takes no parameters.

if_owned (unit) (block)
The use of this command is unknown. Takes %1(unit) and %2(block) as parameters.

max_force (word)
The use of this command is unknown. Takes %1(word) as parameter.

nuke_rate (byte)
The use of this command is unknown. Takes %1(byte) as parameter.

panic (block)
The use of this command is unknown. Takes %1(block) as parameter.

place_guard (unit) (byte)
The use of this command is unknown. Takes %1(unit) and %2(byte) as parameters.

player_need (byte) (building)
The use of this command is unknown. Takes %1(byte) and %2(building) as parameters.

rush (byte) (block)
The use of this command is unknown. Takes %1(byte) and %2(block) as parameters.

scout_with (military)
The use of this command is unknown. Takes %1(military) as parameter. Seems to do nothing when called. (?!)

set_attacks (byte)
The use of this command is unknown. Takes %1(byte) as parameter.

target_expansion
The use of this command is unknown. Takes no parameter.

transports_off
The use of this command is unknown. Takes no parameter.

try_townpoint (byte) (block)
The use of this command is unknown. Takes %1(byte) and %2(block) as parameters.

wait_force (byte) (unit)
The use of this command is unknown. Takes %1(byte) and %2(unit) as parameters.


Undefined commands
Note: Be VERY cautious when researching these. Their definition is unknown, and thus can very easily make StarCraft crash when using them. They should only be tested and researched by experts.

build_bunkers
The definition of this command is unknown. It is never used in Blizzard scripts.

build_turrets
The definition of this command is unknown. It is never used in Blizzard scripts.

default_build
The definition of this command is unknown. It is never used in Blizzard scripts.

easy_attack
The definition of this command is unknown. It is never used in Blizzard scripts.

eval_harass
The definition of this command is unknown. It is never used in Blizzard scripts.

fatal_error
The definition of this command is unknown. It is never used in Blizzard scripts.

harass_factor
The definition of this command is unknown. It is never used in Blizzard scripts.

if_dif
The definition of this command is unknown. It is never used in Blizzard scripts.

if_towns
The definition of this command is unknown. It is never used in Blizzard scripts.

implode
The definition of this command is unknown. It is never used in Blizzard scripts.

prep_down
The definition of this command is unknown. It is never used in Blizzard scripts.

quick_attack
The definition of this command is unknown. It is never used in Blizzard scripts.

region_size
The definition of this command is unknown. It is never used in Blizzard scripts.

wait_bunkers
The definition of this command is unknown. It is never used in Blizzard scripts.

wait_secure
The definition of this command is unknown. It is never used in Blizzard scripts.

wait_turrets
The definition of this command is unknown. It is never used in Blizzard scripts.

wait_upgrades
The definition of this command is unknown. It is never used in Blizzard scripts.
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 18:56 GMT
#36
Erm, wait a minute..

"Important note: You cannot modify the building placement, the way computer attacks and general behavior of the computer with its units. This is handled by the AI Interpreter located in the EXE file of StarCraft, and thus not modifiable. There is a few exceptions to this rule, as certain commands have a little influence on these points, but not enough to consider having full control on the situation."

You could probably get some good practice off a fully functioning macro master though.. you'll notice one of the commands, "build farm so supply never stops" or something ^_^
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 19:12 GMT
#37
If you decide to build or train a unit when the computer doesn't have the prerequisites, it will build everything in order to meet the prerequisites and then will process the command. Please note that no other commands will be processed until the prerequisites are met. For example :


train 2 battlecruiser

The computer will build everything required to get this unit if it doesn't have them all. For instance, it will build a Barracks, Factory, Starport, Control Tower, Science Facility and Physics Labs and then will train up to 2 battlecruisers.

hey, this might not be too hard!
Sorry I keep posting, this is just exciting to me for some reason ^_^
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
Ion)Positive
Profile Joined March 2003
Morocco1389 Posts
April 12 2003 19:46 GMT
#38
I started an AI in 2000.. I belive I still have source-code if someone wants to work with it with me, like I said..
Because everything is nothing and emptiness isnt everything. This reality is really just a fucked up dream with the flesh and the blood that you carve your soul flip it inside out its a big black hole.
hasuwar
Profile Joined April 2003
7365 Posts
April 12 2003 19:55 GMT
#39
I'll try to work with you, I'm just starting out though and the asc lang is probably diff from year 2000 ^^
Diablo3 ID: Exalted#1710 -------R.I.P. http://hasuwar.isgsa.org. Much love to Toptalent
Casper...
Profile Joined October 2002
Liberia4948 Posts
April 12 2003 20:00 GMT
#40
bw is about 1/100000th the game chess is.
JAM THE FUCKER!
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