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Bot Fight: Examination of Starcraft AI - Page 2

Forum Index > BW General
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mikeymoo
Profile Blog Joined October 2006
Canada7170 Posts
April 15 2008 00:25 GMT
#21
What you've posted is actually really interesting fusionsdf- I didn'trealize computers worked off of waves like that. The first wave always seemed the same, but I didn't realize the way it looped into two and three.

I guess that's why after the first attack most computers are pretty much useless.
o_x | Ow. | 1003 ESPORTS dollars | If you have any questions about bans please PM Kennigit
Luddite
Profile Blog Joined April 2007
United States2315 Posts
April 15 2008 01:22 GMT
#22
Well, this proves it- protoss is the noob race.
+ Show Spoiler +

Assuming that your playing on hunters, with the dumbest possible strategies, in an 8 player free for all, with unlimited resources.
Can't believe I'm still here playing this same game
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
April 15 2008 01:49 GMT
#23
On April 15 2008 09:25 mikeymoo wrote:
What you've posted is actually really interesting fusionsdf- I didn'trealize computers worked off of waves like that. The first wave always seemed the same, but I didn't realize the way it looped into two and three.

I guess that's why after the first attack most computers are pretty much useless.


thanks
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Vin{MBL}
Profile Blog Joined September 2006
5185 Posts
April 15 2008 04:13 GMT
#24
I HATE that zerg 4pool it makes me want to cry

and it's like the comp KNOWS where you are and doesnt scout

HAX
Newbistic
Profile Blog Joined August 2006
China2912 Posts
April 15 2008 04:16 GMT
#25
On April 15 2008 13:13 Vin{MBL} wrote:
I HATE that zerg 4pool it makes me want to cry

and it's like the comp KNOWS where you are and doesnt scout

HAX


I think it's just throw in to discourage people from playing too many compstomps.

But yeah, its a bitch if you want to train vs comps. For whatever reason, the worker stack + attack doesn't work as well vs the computer either, I can never trap their lings :/
Logic is Overrated
B1nary
Profile Blog Joined January 2008
Canada1267 Posts
April 15 2008 04:22 GMT
#26
I remember the days when the comp's 4 pool or 12 zealot rush meant instant death. I'm curious, how often would a 12 zealot rush work in a human vs human game?
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
April 15 2008 04:24 GMT
#27
always practice against terran if you are just practicing builds, they attack later than everything but zerg hydra attack, and they have no early attacks....I think it takes terran something like 7 minutes to attack, which is a really long time.
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Polyphasic
Profile Blog Joined March 2008
United States841 Posts
April 15 2008 04:32 GMT
#28
On April 15 2008 09:04 GTR-2-Go wrote:
You guys should start playing vs the Ahzz AI, I have troubles with it sometimes with TvP (Spirit Toss anyone?)


what is the ahzz AI?
can't making a relationship last longer than 2 weeks, since 1984 :thumbs:
Physician *
Profile Blog Joined January 2004
United States4146 Posts
Last Edited: 2008-04-15 05:14:53
April 15 2008 04:40 GMT
#29
On April 15 2008 13:32 Polyphasic wrote:
Show nested quote +
On April 15 2008 09:04 GTR-2-Go wrote:
You guys should start playing vs the Ahzz AI, I have troubles with it sometimes with TvP (Spirit Toss anyone?)
what is the ahzz AI?


http://www.broodwarai.com/pages/BWAIWarII.html

jeje his experiment has been done years ago and came up with the same inevitable truth -the original toss AI script is simply the best out of the three. gone off to recruit another to our band of brothers, thanks for the find op : )

(brood war thread btw)
"I have beheld the births of negative-suns and borne witness to the entropy of entire realities...."
jimminy_kriket
Profile Blog Joined February 2007
Canada5522 Posts
April 15 2008 06:38 GMT
#30
God ive lost to that rush so many times...
life of lively to live to life of full life thx to shield battery
MiniRoman
Profile Blog Joined September 2003
Canada3953 Posts
April 15 2008 06:57 GMT
#31
Ara tribe is the gosuest comp period
Nak Allstar.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
April 22 2008 03:26 GMT
#32
"execute it, and then when those units die, it moves to the next cycle.
When the 2nd cycle is done it attacks again, when those units die it moves to third cycle, and then stays on third cycle for the rest of the game."

So basically horrible multitask macroing while attacking? No wonder they're nub.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
April 22 2008 04:13 GMT
#33
It only proves that whoever designed the AI is better at writing scripts for one race than the others. Bit obvious :S

I cannot comprehend how can it be "fun" to watch and analise AI created by others O.o You're just studying the person who wrote it, if you didn't notice...
Great people talk about ideas. Average people talk about things. Small people talk about other people.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
April 22 2008 13:52 GMT
#34
triple zeal rush can be somewhat hard to stop for toss or zerg when playing vs 3 cpus. I mean, it's not THAT easy to stop 36 zealots with 8 dragoons.
You want 20 good men, but you need a bad pussy.
Carnac
Profile Blog Joined December 2003
Germany / USA16648 Posts
April 22 2008 14:01 GMT
#35
On April 15 2008 08:32 fusionsdf wrote:
Show nested quote +
On April 15 2008 08:27 Stegosaur wrote:
On April 15 2008 08:15 hunter3 wrote:
Someone correct me if I'm wrong, but I always thought there were several flavors (aggressiveness, rush tactics, etc) of AI for each race. I read somewhere that the faction name (i.e. "Furinax Tribe" or "Epsilon Squadron") would tell you which one it was. If so, would these AI tests would have to take these into account.


I remember the WC2 map editor had AI 'flavors' when putting AI players into a map, so indeed, I bet SC comps have this as well.


Yeah, 90% sure this is true. The AI can definitely do different things.

For Zerg:
-4 pool
-12 hatch expo *I think
-9 pool, hatch in base, mass sunken

For protoss:
-3 gate, save up zealots till 12, attack.
-cannons, and 14? nexus
-DT rush

For Terran:
-marines and medics
-Anything else????

also, the computer will pretty much always time its attacks together if there are more than one and they are allied. Pretty sure they wont delay 4 pool or dt rush, but every other attack is delayed until both are done first cycle attack.

I should point out that bw ai work off 3 basic cycles.

Basically they follow a preset build order (like 12 zealots)
execute it, and then when those units die, it moves to the next cycle.
When the 2nd cycle is done it attacks again, when those units die it moves to third cycle, and then stays on third cycle for the rest of the game.

The Terran wave is:
       * 12 Marines, 3 Medics vs. Terrans OR 10 Marines, 4 Firebats, 3 Medics vs. Protoss or Zerg
       * 5 Tanks, 12 Marines, 3 Medics
       * 4 Battlecruisers, 6 Wraiths, 2 Valkyries, 3 Tanks, 2 Goliaths, 3 Ghosts, 10 Marines, 2 Medics, and a Partridge in a Pear Tree.

Zerg:
Zerg AI:
The Zerg AI uses only one general strategy regardless of map and enemy race. There is a random chance of using a pool first 6 zergling rush. If used, nothing else changes except that their later attacks take longer to prepare.

The attack waves are as follows:

       *initial lings/build
       * 20 Hydralisks, 2 Lurkers
       * 9 Mutalisks, 4 Devourers, 4 Guardians, 8 Scourge
       * 60 Zerglings

The final attack loop is variable. The AI will pick one of the following for each attack:

       * 12 Mutalisks, 4 Devourers, 4 Guardians
       * 6 Fully Upgraded Ultralisks, 12 Hydralisks
       * 20 Hydralisks
       * 20 Hydralisks, 20 Zergling
       * 40 Zerglings with the Adrenal Glands upgrade


Protoss:

Protoss AI:
The Protoss AI has 4 basic attack methods: Normal, Dark Templar Attack, Dark Templar Defense, and Double Nexus. The Dark Templar Attack method is used if the scouting unit sees the enemy may not be ready with detectors. Dark Templar Defense is used if a scouting unit sees an enemy Protoss player possibly making Dark Templars. Double Nexus is used if the map seems to provide a close, guardable expansion. Normal is used in all other cases.

The attack waves on land maps are as follows:

* 12 Zealots if using Normal OR 12 Zealots and 1 Dark Templar if using Dark Templar Attack
* 12 Zealots, 6 Dragoons, 2 Dark Templar
* 12 Zealots, 8 Scouts, 4 Corsairs
* 10 Scouts, 8 Corsairs, 5 Carriers


See: http://www.battle.net/scc/faq/aiscripts.shtml


most of this sounds accurate, however the comp doesnt 9 pool.
it either uses 4 pool or goes hatch pool (sometimes hatch in main, sometimes at exp)
ModeratorHi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
April 22 2008 14:27 GMT
#36
A familiar battle: Siege Tank vs. Mutalisk. Also popular is the Valkyrie vs. Dragoon fight. The Terran AI always seems to have the wrong unit, at the wrong time, in the wrong place, doing the wrong thing, and not nearly enough of them.

That made me laugh xD
What fun is it being cool if you can’t wear a sombrero?
kovarex
Profile Joined December 2007
Czech Republic65 Posts
Last Edited: 2008-04-22 14:52:54
April 22 2008 14:47 GMT
#37
I believe that the bot competition uses some simple and very limited scripts, so you can't define micro etc, but anyway evolution programming could be nice (and funny) way how to find very good scrips (My firend was making half life bots using evolution programming)

Much more interesting would be to make some way (library) to control units with computer program, so it would have (almost) limitless posibilities (same as player) and could also micro, and if the library was standardised, it could also ensure that the code itself doesn't maphack.

I would not like to do the hard work with the library to control bw, but if it was done, I would really !!ENJOY!! making bot playing bw, it is very challenging task and even small modules to play for example just micro (so bots could compete in some micro maps) would be interesting enough.

It would be funny to see for example bots playing on iccup, getting ranks, so one would be pushed to be able to beat at least computer (like in go).

I really got cought by the idea, so if there are any programmers around who would like to do something like that I would like to know, it is also possible that the "library" I'm talking about already exists, I will google a bit.
Goosey
Profile Blog Joined September 2005
United States695 Posts
April 22 2008 15:25 GMT
#38
On April 22 2008 23:47 kovarex wrote:
+ Show Spoiler +

I believe that the bot competition uses some simple and very limited scripts, so you can't define micro etc, but anyway evolution programming could be nice (and funny) way how to find very good scrips (My firend was making half life bots using evolution programming)

Much more interesting would be to make some way (library) to control units with computer program, so it would have (almost) limitless posibilities (same as player) and could also micro, and if the library was standardised, it could also ensure that the code itself doesn't maphack.

I would not like to do the hard work with the library to control bw, but if it was done, I would really !!ENJOY!! making bot playing bw, it is very challenging task and even small modules to play for example just micro (so bots could compete in some micro maps) would be interesting enough.

It would be funny to see for example bots playing on iccup, getting ranks, so one would be pushed to be able to beat at least computer (like in go).

I really got cought by the idea, so if there are any programmers around who would like to do something like that I would like to know, it is also possible that the "library" I'm talking about already exists, I will google a bit.


I was thinking about this the other day, of trying to use a BWL plugin to create an AI which operates based on the information the human has and uses the human's controls (actually generating mouse moves, clicks, keyboard events).

I have not looked into how much information the BWL library has access to. To do this you would need to be able to access the data for fog of war, all visible unit positions, resource count, etc etc. If this is possible through their API it sounds like a potentially interesting project to me. I am a programmer in games industry, but have never done a complex AI, so it would be a fun learning experience..
#1 Shuttle Fan.
omnigol
Profile Joined April 2008
United States166 Posts
April 22 2008 17:59 GMT
#39
Why isn't this guy testing 1v1 AI match-ups on normal maps?
VIB
Profile Blog Joined November 2007
Brazil3567 Posts
April 22 2008 18:40 GMT
#40
On April 23 2008 00:25 Goosey wrote:
Show nested quote +
On April 22 2008 23:47 kovarex wrote:
+ Show Spoiler +

I believe that the bot competition uses some simple and very limited scripts, so you can't define micro etc, but anyway evolution programming could be nice (and funny) way how to find very good scrips (My firend was making half life bots using evolution programming)

Much more interesting would be to make some way (library) to control units with computer program, so it would have (almost) limitless posibilities (same as player) and could also micro, and if the library was standardised, it could also ensure that the code itself doesn't maphack.

I would not like to do the hard work with the library to control bw, but if it was done, I would really !!ENJOY!! making bot playing bw, it is very challenging task and even small modules to play for example just micro (so bots could compete in some micro maps) would be interesting enough.

It would be funny to see for example bots playing on iccup, getting ranks, so one would be pushed to be able to beat at least computer (like in go).

I really got cought by the idea, so if there are any programmers around who would like to do something like that I would like to know, it is also possible that the "library" I'm talking about already exists, I will google a bit.


I was thinking about this the other day, of trying to use a BWL plugin to create an AI which operates based on the information the human has and uses the human's controls (actually generating mouse moves, clicks, keyboard events).

I have not looked into how much information the BWL library has access to. To do this you would need to be able to access the data for fog of war, all visible unit positions, resource count, etc etc. If this is possible through their API it sounds like a potentially interesting project to me. I am a programmer in games industry, but have never done a complex AI, so it would be a fun learning experience..
I have plenty of experience with AI and I always loved the idea of creating one for sc/wc since I ever started playing it many years ago. But now I finally got the c++ knowledge to actually make a program that could do it. Mimicking key and mouse strokes would be easy. I just don't know anything about where/how the variables unit position / fog of war are stored. Any idea of how I can get started to find that information? I'm sure many people done this before (finding those variables).
Great people talk about ideas. Average people talk about things. Small people talk about other people.
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