A small development at the the BW AI Project: A new combination between UMS triggers and new AI script can create an new AI worker behavior, that is uncanny and annoying to human opponents, i.e. us.
Imagine a computer that sends a worker out to scout, and while at it, it starts to harass you by hitting your workers or buildings. Imagine then you try and get that annoying worker, and to your amazement, the worker runs away while you chase it, but what is worse, its reaction time is that of a machine, flawless, you never get to kill it and what is worse if you hurt it it enough, it will go back to mining and send a replacement. Imagine you quit chasing and back does the computer worker come almost like he had a brain of his own. Imagine too that you ignore it, and instead of harassing you it opts to build a refinery on your dam gas geyser.
Stuff of dreams? It is a reality. Soon to come from the Brood War AI Project. The rise of the machines, slowly but surely, until a new class of computer AI is forged, like none of you have ever seen. Deathknight, has brought some of his UMS and modding skills and joined the Brood War AI project. The result the above computer worker AI. This is of course the very start of behavior modification of our favorite units so that they act more human like and of course improve the computers over all AI strength.
If you are interested in joining or learning more about StarCraft AI, come visit this very humble forum (temporary). You might just be surprised at what is going on in there. Some screen shots and short movie to follow.
Will the computer probe know how to manner pylon Entropy? or how about a pylon block on a Terran factory-addon, forcing them to lift in which case the probe can try to interfere with the factory's new landing.
Very interesting development nonetheless! Thank you for the update.
If this can be done.. the sky is the limit ~ the technique requires a lot of work, but it is a nice solution to the crappy computer micro, that is until we figure out how to tweak the unit AI's directly. The draw back of this technique is that it is map dependent (i.e. it not only needs tweaking of the ai script, but it needs a specially tailored ums map). There is another approach being tested, without having to modify the AI directly, which works like those "macro" command programs.
This is exactly what I was hoping BW AI scripting would evolve to in time. Maybe some day you'll find a way to do this same thing for every unit (I know it's not possible now but hey maybe you'll find a way to hack into the bw files). I just keep imagining the possibilities of the computer macroing perfectly while also microing units as perfectly as the coder can design them.
As much as they've developed the program, I still don't like it. I have trouble running it with the latest patch, and the builds just aren't up to par. I liked the original patch (about half a year ago) since it was a lot better in my opinion.
Make it so that when you attack one of their mining workers with one of your scout scvs they don't pull all their workers off and chase you around forever
I made a simple AI once, that basicly performed a 2 gate goon build.
Then by triggering the map I got it to perform decent goon micro, like when scvs or marines are close to goons they back off, then attack again, so it looks like a human is doing it. When tanks were close they tried to move towards it and then attack; it was pretty cool.
So basicly if you have enough time, I think it won't be to hard to get an AI to perform some different micro-tasks too:D
On December 16 2006 16:32 jtan wrote: I made a simple AI once, that basicly performed a 2 gate goon build.
Then by triggering the map I got it to perform decent goon micro, like when scvs or marines are close to goons they back off, then attack again, so it looks like a human is doing it. When tanks were close they tried to move towards it and then attack; it was pretty cool.
So basicly if you have enough time, I think it won't be to hard to get an AI to perform some different micro-tasks too:D
On December 16 2006 16:32 jtan wrote: I made a simple AI once, that basicly performed a 2 gate goon build.
Then by triggering the map I got it to perform decent goon micro, like when scvs or marines are close to goons they back off, then attack again, so it looks like a human is doing it. When tanks were close they tried to move towards it and then attack; it was pretty cool.
So basicly if you have enough time, I think it won't be to hard to get an AI to perform some different micro-tasks too:D
Good luck-.-
so if you do have enough ntime to perfect the micro of every unit and say a zerg comp wiht maxed out pop attacks will every single unit be microed perfectly?
cool. I would say it is necessary to make a good AI for comp defending worker harass.
If PvT send 2 probes... If TvP one scv, take back workers with low hp etc.. Just thought of it that if comp is T and his worker harass is very good it might be cool to send 2 scvs with repair and such
btw speaking of Comp AI.
I was playing vs 2 toss comps(without BWAI) just to see the new reverse temple . First game they both went for the famous zealot rush. Second game I was amazed, one went normal zealot rush and the other did FE on 7/9 lol!
On December 17 2006 01:04 Locke. wrote: cool. I would say it is necessary to make a good AI for comp defending worker harass.
If PvT send 2 probes... If TvP one scv, take back workers with low hp etc.. Just thought of it that if comp is T and his worker harass is very good it might be cool to send 2 scvs with repair and such
btw speaking of Comp AI.
I was playing vs 2 toss comps(without BWAI) just to see the new reverse temple . First game they both went for the famous zealot rush. Second game I was amazed, one went normal zealot rush and the other did FE on 7/9 lol!
A phenomenon in BW history ? I got a replay of it
Actually they fast expo pretty often, even DT rush sometimes.