My project is just for fun; I'm creating a series of user-centric intelligent agents. They use the mouse and keyboard interface, throttled to human speed, and scrape the screen for visual information to make decisions. This is an external program, and does not read program memory or "cheat" in any way. It's basically a game-long, dynamically constructed macro. I'm in the process of building out the API which drives basic game activities, and have already programmed a user agent which just does a 2 rax reaper rush (as a test model). I'm using Autohotkey for the programming and the GDI+ Windows API for fast screen scraping and bitmap analysis.
Damn! Everytime I think I'm doing something cool I find someone pushing boundaries even further! I look forward to seeing what you can do
My project is just for fun; I'm creating a series of user-centric intelligent agents. They use the mouse and keyboard interface, throttled to human speed, and scrape the screen for visual information to make decisions. This is an external program, and does not read program memory or "cheat" in any way. It's basically a game-long, dynamically constructed macro. I'm in the process of building out the API which drives basic game activities, and have already programmed a user agent which just does a 2 rax reaper rush (as a test model). I'm using Autohotkey for the programming and the GDI+ Windows API for fast screen scraping and bitmap analysis.
Damn! Everytime I think I'm doing something cool I find someone pushing boundaries even further! I look forward to seeing what you can do
I know what you mean, I had the same thought when I saw this project There is ample space for both projects, each having their respective trade-offs.
I've never created a mod or used the map editor, but Dorfl has piqued my interest. I'll play with it and maybe surf the code. Thanks for open sourcing it.
My project is just for fun; I'm creating a series of user-centric intelligent agents. They use the mouse and keyboard interface, throttled to human speed, and scrape the screen for visual information to make decisions. This is an external program, and does not read program memory or "cheat" in any way. It's basically a game-long, dynamically constructed macro. I'm in the process of building out the API which drives basic game activities, and have already programmed a user agent which just does a 2 rax reaper rush (as a test model). I'm using Autohotkey for the programming and the GDI+ Windows API for fast screen scraping and bitmap analysis.
The Broodwar AI scene was pretty well-developed. They ran myriad games on private servers and had tournaments. It's not just technically difficult, but illegal to run a private server for SC2. Blizz really has their platform locked down; the EULA is absolutely brutal too.
My project is just for fun; I'm creating a series of user-centric intelligent agents. They use the mouse and keyboard interface, throttled to human speed, and scrape the screen for visual information to make decisions. This is an external program, and does not read program memory or "cheat" in any way. It's basically a game-long, dynamically constructed macro. I'm in the process of building out the API which drives basic game activities, and have already programmed a user agent which just does a 2 rax reaper rush (as a test model). I'm using Autohotkey for the programming and the GDI+ Windows API for fast screen scraping and bitmap analysis.
The Broodwar AI scene was pretty well-developed. They ran myriad games on private servers and had tournaments. It's not just technically difficult, but illegal to run a private server for SC2. Blizz really has their platform locked down; the EULA is absolutely brutal too.
Wow! Skynet level stuff. This is very closely aligned to what I'm trying to do in creating automation in general. He gets fast, detailed info from the DX pipe. I'm envious of those graphics programming skills! While he's coded up a parser for SC2 (and is kind enough to share it), I wouldn't be able to apply that to other applications, so I'll continue with my naive, primitive GDI+ interface. Really impressive though, thanks for the link.
I'm back now! I went on hollidays for > 2 weeks. I spent a week of that time in a tent away from civillization with dolphins swimming right past my campsight, catching fish, reading books and getting sunburnt!
could i build on your project?
Yeah, sure. Just make sure to give credit where due. In the credits section, when announcing the mod, as a footnote on the splash screen, tattood on your body. One of those should suffice.
You would no doubt have a lot of questions about the structure of the AI and how to incorporate new units. I must warn you that it will be a hard job and require a good understanding and experience of writting software. It would be no small task, though it would be a much smaller task than writting an AI completely from scratch.
any news? plz make new videos
I figured out why my genetic algorithm stuff was running so slowly. + Show Spoiler +
It is based on strings and so it was some low level string manipulation which I had to write functions for but which were not as efficient as they could have been. Also I have discovered some more inbuilt SC2 string functions which can probably run faster due to having more direct low-level access to the data. Now that I know what the problem was I could replace the string indecies with integers and get another large improvement... but we'll see.
So that means that genetic algorithms are back on the menu. I'll post a video of it working soon(TM). It won't be visually impressive but it is cool to watch it formulate a build order on the fly by it's own processes and not being simply told what to do.
I need to be working on the sister project SALT as well so unfortunately my attentions will be divided for the next month or so. However I have some cool collaborations set up for SALT when that is finished. + Show Spoiler +