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AI Question

Forum Index > BW General
Post a Reply
linestein
Profile Blog Joined June 2018
United States210 Posts
November 18 2019 21:36 GMT
#1
Hey, I'm designing a Starcraft: Remastered RPG for 2 players.

So far it's coming along pretty well although the editor is a little clunky!

I'm trying to get an AI running on the map. So far this is what I've used:

Comment("[000] Gestalt AI");
Run AI Script("Zerg Campaign Insane");
Run AI Script At Location("Zerg Custom Level", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 9 - Town F", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 9 - Town A", "Anywhere");

However, the AI isn't mining and doesn't seem extremely functional yet. Does anyone have general AI advice for constructing a basic UMS AI.

Also, what would it take to incorporate an AI like what's seen in tournaments? Is this at all feasible? I think it would be cool to use a full AI implement. Any advice in this regard is appreciated.
"You can wish to be rich, you can wish to be tall. You can wish away the haters, you just gimme a call" ---Will Smith & DJ Khaled "Friend Like Me (End Title)"
Freakling
Profile Joined October 2012
Germany1529 Posts
November 18 2019 23:59 GMT
#2
There are standard AI scripts (such as you are using in those triggers). These can be run with Remastered.
Then there are custom AI scripts that you can write yourself, but that would actually require a patch launcher to "inject" them into the game. This requires some modding tools and can only be done with patch 1.16 pre-remastered BW.
Thirdly there are external AIs that interact with the game via the BWAPI, these are the ones that the tournaments are running for. BWAPI is also restricted to 1.16 at the moment.
What exactly you need depends on the kind of UMS you want to run. BWAPI would almost certainly be over the top though.
It's hard to give you any specific advice without knowing what your map actually looks like and what you want to achieve.
Insane AI scripts, and any campaign AI scrips in general, need to be run on a location around the AI player's base to function properly though. "Anywhere" does generally not work. You can also only run one "main script" per player. There are "area town scripts" that you can run on additional bases though.
If you want to know what different AI scripts do you need a script editor.
Check out Staredit.net for resources on UMS map making.
AntiHack
Profile Joined January 2009
Switzerland553 Posts
Last Edited: 2019-11-19 00:43:17
November 19 2019 00:40 GMT
#3
On November 19 2019 06:36 linestein wrote:
Hey, I'm designing a Starcraft: Remastered RPG for 2 players.

So far it's coming along pretty well although the editor is a little clunky!

I'm trying to get an AI running on the map. So far this is what I've used:

Comment("[000] Gestalt AI");
Run AI Script("Zerg Campaign Insane");
Run AI Script At Location("Zerg Custom Level", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 9 - Town F", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 9 - Town A", "Anywhere");

However, the AI isn't mining and doesn't seem extremely functional yet. Does anyone have general AI advice for constructing a basic UMS AI.

Also, what would it take to incorporate an AI like what's seen in tournaments? Is this at all feasible? I think it would be cool to use a full AI implement. Any advice in this regard is appreciated.

The tournament (skirmish) AI is not implement in the editor to work in UMS mode unfortunately.

The campaign AI is very much a cheating one in terms of resources so you might try to give those AIs a flood of money and see what happens

Edit: please share your RPG when you're done with it, I'm looking forward to play and replay any rpg using Carbot mod :D
"I am very tired of your grammar errors" - Zoler[MB]
linestein
Profile Blog Joined June 2018
United States210 Posts
November 19 2019 04:57 GMT
#4
On November 19 2019 09:40 AntiHack wrote:
Show nested quote +
On November 19 2019 06:36 linestein wrote:
Hey, I'm designing a Starcraft: Remastered RPG for 2 players.

So far it's coming along pretty well although the editor is a little clunky!

I'm trying to get an AI running on the map. So far this is what I've used:

Comment("[000] Gestalt AI");
Run AI Script("Zerg Campaign Insane");
Run AI Script At Location("Zerg Custom Level", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 9 - Town F", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 9 - Town A", "Anywhere");

However, the AI isn't mining and doesn't seem extremely functional yet. Does anyone have general AI advice for constructing a basic UMS AI.

Also, what would it take to incorporate an AI like what's seen in tournaments? Is this at all feasible? I think it would be cool to use a full AI implement. Any advice in this regard is appreciated.

The tournament (skirmish) AI is not implement in the editor to work in UMS mode unfortunately.

The campaign AI is very much a cheating one in terms of resources so you might try to give those AIs a flood of money and see what happens

Edit: please share your RPG when you're done with it, I'm looking forward to play and replay any rpg using Carbot mod :D


I've set the AI script to every AI from mission 10:

Comment("[000] Gestalt AI");
Run AI Script At Location("Expansion Zerg Campaign Insane", "Anywhere");
Run AI Script At Location("Zerg Campaign Insane", "Anywhere");
Run AI Script At Location("Zerg Campaign Area Town", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 10 - Town A", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 10 - Town B", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 10 - Town C", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 10 - Town D", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 10 - Town E", "Anywhere");
Run AI Script At Location("Brood Wars Zerg 10 - Town F", "Anywhere");
Set Resources("Player 7", Set To, 100000, ore and gas);
Set Resources("Player 6", Set To, 100000, ore and gas);
Set Resources("Player 5", Set To, 100000, ore and gas);

This doesn't seem to do anything but the AI will move its overlords around
"You can wish to be rich, you can wish to be tall. You can wish away the haters, you just gimme a call" ---Will Smith & DJ Khaled "Friend Like Me (End Title)"
Peelster1
Profile Joined May 2020
2 Posts
Last Edited: 2024-03-07 03:34:33
March 07 2024 03:33 GMT
#5
"Anywhere" does generally not work. You can also only run one "main script" per player. There are "area town scripts" that you can run on additional bases though.

linestein, I do hope you have figured this out by now as the topic is 5 years old, but it seems like in your reply you glossed over this quote from AntiHack as you were still attempting to use "Anywhere" I also wanted to add additional info about this for others who find this topic. What first needs to happen is you make Locations visible on your map, and you use an existing Location or create a (or multiple) new Location box(es) on the map and name it whatever you like. In addition, you should only use one AI script per AI player, but you may use as many Area Town scripts as you like. For example, you should not use both "Expansion Zerg Campaign Insane" and "Zerg Campaign Insane" and/or "Zerg Custom Level" at the same time. You should pick only one of those. I believe "Expansion" is for Brood Wars, although I could be mistaken on that part. Campaign AI do not expand to other bases, where Custom / Melee and Insane AI do. (The game prioritizes "Insane" in a "Campaign Insane" AI.) Additionally, "Campaign" AI do not have scripted rushes, where Custom / Melee AI have rushes that it will only use if it thinks it gain defeat the player and will not if outnumbered, and Insane AI will always attack.

Basic info typed up by Blizzard that I consider a must read. Melee AI being intended standard matches and not Use Map Settings.
http://classic.battle.net/scc/faq/aiscripts.shtml
http://www.staredit.net/topic/5517/#9
Advanced info about each AI including Area Town here: The Yandex link is a .rar file containing .txt of the AI scripts. Can be a little hard to read at first, but you will learn what the AI build orders are for each AI.
http://www.staredit.net/topic/18352/

In your above example, I would suggest naming the main base and each Area Town after creating those location boxes on the map. Your map being an RPG, you may not want the AI to expand to take other bases. Also note that different difficultly levels have different build orders. In the example below: I first would create 7 location boxes on the map. I have named each town by the name of the town script to make it more clear which town to use. You may name them whatever you wish on the Location screen, and do not need to include "name". I just did that here to distinguish the difference between the name of the script and the name of the town. I have used Difficult AI instead of Insane AI here as this is for an RPG, but if you want the player to be rushed, feel free to use. Here we have a main base, and 7 area towns. The main base may also be one of those towns for a total of 7 towns instead of 8, if you wish. I misunderstood and there are only 6 area towns, (including or not excluding the main base) delete line 2 as you do not need to run two Area Town scripts at the same location.

Run AI Script At Location("Expansion Zerg Campaign Difficult", "Main Base Name");
Run AI Script At Location("Zerg Campaign Area Town", "Area Town Name");
Run AI Script At Location("Brood Wars Zerg 10 - Town A", "Town A Name");
Run AI Script At Location("Brood Wars Zerg 10 - Town B", "Town B Name");
Run AI Script At Location("Brood Wars Zerg 10 - Town C", "Town C Name");
Run AI Script At Location("Brood Wars Zerg 10 - Town D", "Town D Name");
Run AI Script At Location("Brood Wars Zerg 10 - Town E", "Town E Name");
Run AI Script At Location("Brood Wars Zerg 10 - Town F", "Town F Name");

The resource lines are mostly unrelated to the AI script, however if an AI is provided with resources from the start, it will be more likely to build and I suggest leaving them in, however it is not required. The problem in this case was not the lack of resources, but rather the use of "Anywhere".
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