AI script
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blinkhme
Australia67 Posts
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Veg
Canada2945 Posts
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NoNameLoser
United States1508 Posts
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Bill307
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Canada9103 Posts
AIs work best on island maps, since they have no concept of superior terrain on groundmaps. | ||
RedMeat
United Kingdom490 Posts
EDIT: Although I'm really not sure about any specifics relating to starcraft I can't see why it would be impossible. | ||
Commander{+}
United States2878 Posts
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amat
United States1788 Posts
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DevAzTaYtA
Oman2005 Posts
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iSuXOr
United States606 Posts
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Ion)Positive
Morocco1389 Posts
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PheaRSome
United States584 Posts
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RedMeat
United Kingdom490 Posts
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PheaRSome
United States584 Posts
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Maenander
Germany4926 Posts
Software can compute many turns before played. Thats another concept like in Starcraft. A good A.I. in Starcraft must use its superior speed i think. Hmmm it could be a big challenge to create a really good A.I. Player. | ||
hasuwar
7365 Posts
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ilnp
Iceland1330 Posts
On April 12 2003 00:13 RedMeat wrote: It may be largely speculation but even you have to admit a lot of it is common sense. If people can program Deep Blue then a computer starcraft program that can compete at the top level is easily within the realms of possibility. Just think of all the micro possibilities eg. you could script your mutas to always stay out of the range of turrets and land attacks unless unavoidable and the computer would control them individually to make sure they do. If you had perfect micro on the AI you'd be able to beat about half the broodwar community just because of that, never mind if you start programming in complicated build/expansion and harrasment type AI. Broodwar theory is nothing like as complicated as chess theory, it's just a question of getting the computer to react properly to what the opponent is doing. I studied Chess a LOT for a couple of months, and it's my opinion that BW is far more complicated than Chess. You guys are in the dark about both Chess & AI programming and what makes programming a chess AI possible: chess is VERY mathematical and limited. Starts are always the same, you can mathematically evaluate every situation, and there are a FINITE number of situations you can encounter in a chess match. All Chess AI's do is calculate ALL the possible moves, then evaluate them. This is added with a large database of past chess games (With outcomes) the computer takes into consideration. This is most definitely NOT possible in Brood War, because far more is taken into account than just who has how much money. There's counters to each unit, but counters are functional and not just logical. The rumours about BLackman practicing with an AI are lies or highly exaggerated; the only thing Blackman could have possibly done with an AI was time his build orders. Trust me, if it's even possible to have an AI that can play Brood War nearly as good #64 in WDTour without "cheating", it's a long long long way off. We're talking years. (For instance, Go is also a finite game like chess. But the possibilities are so huge the best Go programs cannot beat even casual players). | ||
MPXMX
Canada4309 Posts
I imagine. 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... | ||
x[ReaPeR]x
United States3447 Posts
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 | ||
PheaRSome
United States584 Posts
On April 12 2003 04:25 MPXMX wrote: Blabber what you wish of theory, in Reality, I think Broodwar is more complicated than chess. I imagine. 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... WHAT? hahaha | ||
(viet)TyPe_R
Vietnam156 Posts
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Yarertz
Djibouti1891 Posts
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Liquid`Jinro
Sweden33719 Posts
![]() Regarsd FrozenArbiter | ||
Funktion
Australia156 Posts
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! | ||
Inspire
132 Posts
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
United States16096 Posts
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RedMeat
United Kingdom490 Posts
Ilnp: I wasn't saying it would be easy to program that kind of AI ![]() ![]() 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) ![]() | ||
jtan
Sweden5891 Posts
It would just be great if someone could find them so I could download em ![]() | ||
LOBO
Poland80 Posts
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 ![]() | ||
LOBO
Poland80 Posts
http://come.to/SCEditor | ||
RedMeat
United Kingdom490 Posts
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RaGe_banned
United States538 Posts
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Clutch3
United States1344 Posts
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
Morocco1389 Posts
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. | ||
hasuwar
7365 Posts
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hasuwar
7365 Posts
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. | ||
hasuwar
7365 Posts
"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 ^_^ | ||
hasuwar
7365 Posts
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 ^_^ | ||
Ion)Positive
Morocco1389 Posts
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hasuwar
7365 Posts
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Casper...
Liberia4948 Posts
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Rekrul
Korea (South)17174 Posts
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hasuwar
7365 Posts
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Ion)Positive
Morocco1389 Posts
I'd say I have um.. well.. I'm 'experianced' in C++ I guess. Havn't made much game wise, however.. Lots of MUD's, but nothing really great. I know Java.. Do you have msn/icq? That'd simplify things.. | ||
x[ReaPeR]x
United States3447 Posts
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hasuwar
7365 Posts
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hasuwar
7365 Posts
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Bill307
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Canada9103 Posts
So realistically, unless you hack Starcraft.exe, it is impossible to make a challenging AI opponent for 1v1. | ||
hasuwar
7365 Posts
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Excalibur_Z
United States12235 Posts
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x[ReaPeR]x
United States3447 Posts
T(comp) vs T : Impossible, period. Tvt is all about positioning and super micro, things the computer cannot do. T(comp) vs Z : This, I belive can acctually be done. Building placement for TvZ is part of the equation but not completely necessary. And the kind of micro needed for TvZ, which is mainly kepping armies together and placing Irradiate right, are things the computer can do perfectly. T(comp) vs P : Like TvT, this impossible, comps cannot push, period. And alternative would be to make it use m&m but it's too much of a specialty stratgy. And it's almost never used. Z(comp) vs T : This can mostly be done. A couple key manuvers, like Muta harras can't be done by a computer. But the masses of units the comp needs to use late game and basic hatch placement can all be done by the comp. One of the neat bonuses is that the comps Defiler micro is VERY GOOD. Z(comp) vs Z : I don't honestly know about this. The units builds and what not a pretty basic but when it comes to using the same amount of units as your opponent and winning I'm pretty sure the computer doesn't have the micro to do it. Z(comp) vs P : I THINK this can be done. But I don't know this matchup very well. In theory unless this needs drops to work this matchup can be done with a comp. P(comp) vs T : This mainly comes down to masses of units attacking a push. Something the comp does and doesn't excell at. It can control the whole group collectivly but can't micro it very well. However its storm wouldn't be that bad. P(comp) vs Z : Not sure, I never play this (being a Terran player), so I am not sure if it can be done. P(comp) vs P : The comps overall units control is almost sutible for this. But it can't carry Reavers in shuttles, for example. Overall heres how I would divide the matches in feasibility. T(comp)@T: No T(comp)@Z: Probably T(comp)@P: No Z(comp)@T: Yes Z(comp)@Z: Unprobable Z(comp)@P: Maybe P(comp)@T: Probably P(comp)@Z: Maybe P(comp)@P: Unprobable Overall I think it can be worth it depending on ur situation and race u play. For instance Blackman's internet connection was a peice of shit, he was an excellent programmer, and all the matchups involving Zerg (his race) were at the very least feasible with a computer. You can decide wther or not it is worth it. What I am hoping for is that a group of people who are really into it will make what can be done and post it on the internet for all to download. Peace Out. | ||
Holorin
France227 Posts
ai are quite adaptatives, or at least they wont do everything the same way for exemple the 6 zergling rush Funny to notice that T will choose between nuke or BC but not both (never) Ai can be very effective, just note how a godly reflex of feedback clears 3 templars to see what being a computer means ^_^ Get a massively casting protoss ai and it will a pain to counter -get templars -get dark archons -get sairs -get arbiters -get obs as for exemple the mass queen strat the computer uses sometimes (F**ucking anoyance when all your scv die .. no ?) | ||
paper
13196 Posts
On April 13 2003 05:00 Casper... wrote: bw is about 1/100000th the game chess is. I doubt it. Chess has 6 pieces. Starcraft has 15 units per race. Chess is limited to a 8x8 board, whereas SC's map ranges from 64x64 to 256x256, and even though some units take up more space than others, that's still a huge map. Chess is turn-based. SC is real time strat. SC has many, many more factors than chess has; more factors = more complex ;s | ||
pirate cod
810 Posts
On April 18 2005 16:07 ryuGie wrote: I doubt it. Chess has 6 pieces. Starcraft has 15 units per race. Chess is limited to a 8x8 board, whereas SC's map ranges from 64x64 to 256x256, and even though some units take up more space than others, that's still a huge map. Chess is turn-based. SC is real time strat. SC has many, many more factors than chess has; more factors = more complex ;s And yet, in BW there are only a limited amount of VIABLE strategies at a professional level, while in Chess it's virtually infinite. | ||
hasuwar
7365 Posts
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Wizzra
Netherlands514 Posts
Nearly all the posts above are total nonsense. Especially the comparisons between BW and chess. The most important difference that everyone seems to overlook is that in chess each situation can be computed from the start, because the whole situation is known to both players, whereas in broodwar there is always some randomness. The Deep Blue computers have huge databases with played games and situations, which would be useless for starcraft because you don't know the situation you're in. Secondly, the way AI works in current games is by cheating. So imitating a players behaviour is extremely hard, or else the programmers would've created it differently in the first place. Another problem, is that players will in time always (ab)use aspects of the game that the programmers hadn't thought, resulting in superiour tactics. Then you also have the real-time aspect. Deep Blue has lots of times to see through its database and compute the 'best' move for a given situation. Which it doesn't have in Broodwar. Many decisions need to be made in a second. | ||
Wizzra
Netherlands514 Posts
This would require loads of time, but it would improve the level of gaming ;D Kinda like an aimbot for a FPS. | ||
Schnake
Germany2819 Posts
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superpenguin
France199 Posts
On April 11 2003 23:27 Ion)Positive wrote: Acutally, its far from impossible.. Deep Blue is MUCH more complexe then AI in Star Craft.. Deep Blue is for chess, and chess players converted to star craft would own boxer with 2 fingers.. Chess master's have been playing for like 40 years.. Star Craft AI WAS written by Black Man to be nearly at Boxer's level. The micro was not up to par with boxer, but it did do basic mavourvers. And storming, cloning units, spliting workers, expanding only when safe, ect. This infos cant be accurate technicaly. There are 2 possible way to program some ai for SC : AI scripts Change the ai by using a particular editor, you put some commands in a text file, and after they are processed, bw can use them - easy to learn, easy to start geting something working, you can start with blizzard AI scripts so you have by default the same level than blizzard - like what is done in the bwai project, you can do much better than blizzard. - you can define BO (+ order expand) and what units are produced depending on : the timing, the closest enemy race, the fact the map is island or not, your mineral count, the fact the enemy has at least 1 unit/building of a particular type - you can use the give_money command to cheat and pretend that the computer has a "god" eco. - you cant do anything else on the output : you cant give any specific commands to the units, you give hints to the ai about what you want him to do and the ai do whatever he wants with that. The list of hints you can give him is very very limited - you cant get anything else on the input : you cant "see" anything for the game, if the enemy is making 50 vultures and 1 goliath or 1 vulture and 50 goliath, you cant know that, it's the most frustrating, you cant counter the enemy build. - as a result of the 2 previous : you cant change the micro, you cant change the strategy except randomly or based on incomplete knowledge - it will allways maphack - It will never act like a real player - It will never be become as good as the average C6 player on wgtour/tlt/pgtour (except by abusing the give_money and making 4 baracks at the first second of the game or any thing else with give_money), just because it cant be anything except simple. modifying starcraft.exe in memory It would works like any 3rd party program - you could give the same command as the player, the actions you see in bwchart, but you have to give them 1 by 1 - you could read anything that a normal player would read, and even more (by default, all the map, but if you are good you could make a non maphacking IA) - you could control anything, and i could imagine crazy micro, like the 3 marines that are kicking lurckers without loosing 1 hp in the Pimpest Plays 2004, or everytime a reaver fire on a zerg unit, the computer burrow instantly only the targeted unit (would be too cheatingly good) - it could have any APM you want him to have... it could move 200 zerglings at the same time without hotkeys, lock 20 BC with 20 ghosts, and no need to clone, it can clic all at the same time, it could detect any nuke red dot at the first second it apears on the screen... while still having perfect timings on it's bo & the rest of the eco - there is no public project about that, it doesnt exists - input / output is illimited but you have to program everything yoruself - it's very hard just to make a program to move the drones to the mineral patchs... anything else would be 3x to 100x harder to program - if you do a programming mistake, the game crash either instantly, randomly, or in any way that could be hard to detect - while microing you as an human have some "fleelings" about what to do, you can guess if a zerg is going for muta or lurcker on some particular conditions that are hard to describe and almost impossible to write in a computer program - if it existed, it will never be as good as a C6 player, just because it would be too complicated i can sum up that by saying : - ai scripts are like programming a chess game without beeing able to move your king and knowing where the enemy one is. - ai memory programming is like programming a chess game played by a robot that must maniplate the pawns of random and different size with an electric arm. | ||
rel
Guam3521 Posts
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dronebabo
10866 Posts
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IntoTheWow
is awesome32274 Posts
Shut up? OR U WANT DAMAGED? | ||
Cygnus
United States845 Posts
On April 18 2005 18:38 hatedbymany wrote: Why do people replay to threads that are over 2 years old? lol... I was like "wow ilnp made a post 6 days ago?" ...then noticed it was 2003... | ||
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