On June 19 2015 19:19 fluidrone wrote: <3 you, my kid is always killing me with 'daddy, who wins between lings vs marines" questions! Now I can answer every time! + Show Spoiler +
"Now you see my love, with micro..."
On June 19 2015 21:04 LetaBot wrote: Subscribed. Always wanted to see more videos like the automaton 2000 micro.
Thanks for your support
However, in the next few weeks I probably won't have as much time to develop this AI, but I will still try my best to. I'm looking for suggestions on what kind of micro to implement to the AI, anyone?
On June 19 2015 19:19 fluidrone wrote: <3 you, my kid is always killing me with 'daddy, who wins between lings vs marines" questions! Now I can answer every time! + Show Spoiler +
On June 19 2015 21:04 LetaBot wrote: Subscribed. Always wanted to see more videos like the automaton 2000 micro.
Thanks for your support
However, in the next few weeks I probably won't have as much time to develop this AI, but I will still try my best to. I'm looking for suggestions on what kind of micro to implement to the AI, anyone?
On June 19 2015 19:19 fluidrone wrote: <3 you, my kid is always killing me with 'daddy, who wins between lings vs marines" questions! Now I can answer every time! + Show Spoiler +
"Now you see my love, with micro..."
On June 19 2015 21:04 LetaBot wrote: Subscribed. Always wanted to see more videos like the automaton 2000 micro.
Thanks for your support
However, in the next few weeks I probably won't have as much time to develop this AI, but I will still try my best to. I'm looking for suggestions on what kind of micro to implement to the AI, anyone?
On June 19 2015 19:19 fluidrone wrote: <3 you, my kid is always killing me with 'daddy, who wins between lings vs marines" questions! Now I can answer every time! + Show Spoiler +
"Now you see my love, with micro..."
On June 19 2015 21:04 LetaBot wrote: Subscribed. Always wanted to see more videos like the automaton 2000 micro.
Thanks for your support
However, in the next few weeks I probably won't have as much time to develop this AI, but I will still try my best to. I'm looking for suggestions on what kind of micro to implement to the AI, anyone?
That's really impressive . A question, though: is the AI coded so that kiting units prefer to deal a lot of damage and take some as well, rather than dealing a bit less damage but take none at all? Because for example Phoenixes should be able to kite Mutalisks indefinitely without taking any damage, but here they do take some (if not much). Or does it have to do with the Phoenixes' unique ability to shoot while moving?
On June 20 2015 20:05 Sholip wrote: That's really impressive . A question, though: is the AI coded so that kiting units prefer to deal a lot of damage and take some as well, rather than dealing a bit less damage but take none at all? Because for example Phoenixes should be able to kite Mutalisks indefinitely without taking any damage, but here they do take some (if not much). Or does it have to do with the Phoenixes' unique ability to shoot while moving?
The main concept is that the AI searches for enemy units near to their own units. If enemy units are detected, the AI orders their own units to flee.
The AI searches for enemy units near to their own units by creating an "imaginary circle" for each unit. Basically, the center of this circle is each unit and the radius is defined by the program (which is eventually decided by me because I code the program xD)
For the case of the Phoenixes, the Phoenixes take a bit of damage because the radius is not "perfect". I tried to "perfect" it by increasing the radius, but this way, sometimes the Phoenixes do not have enough time to shoot (the Phoenixes turn around towards the Mutalisks but flee before they even have enough time to shoot). Therefore I am unable to set the radius to too high.
To answer your question, I prefer the kiting units to deal a lot of damage and take a bit of damage as well.
I'm not the best at explaining things but I hope you understand what I'm talking about xD
On June 20 2015 20:05 Sholip wrote: That's really impressive . A question, though: is the AI coded so that kiting units prefer to deal a lot of damage and take some as well, rather than dealing a bit less damage but take none at all? Because for example Phoenixes should be able to kite Mutalisks indefinitely without taking any damage, but here they do take some (if not much). Or does it have to do with the Phoenixes' unique ability to shoot while moving?
The main concept is that the AI searches for enemy units near to their own units. If enemy units are detected, the AI orders their own units to flee.
The AI searches for enemy units near to their own units by creating an "imaginary circle" for each unit. Basically, the center of this circle is each unit and the radius is defined by the program (which is eventually decided by me because I code the program xD)
For the case of the Phoenixes, the Phoenixes take a bit of damage because the radius is not "perfect". I tried to "perfect" it by increasing the radius, but this way, sometimes the Phoenixes do not have enough time to shoot (the Phoenixes turn around towards the Mutalisks but flee before they even have enough time to shoot). Therefore I am unable to set the radius to too high.
To answer your question, I prefer the kiting units to deal a lot of damage and take a bit of damage as well.
I'm not the best at explaining things but I hope you understand what I'm talking about xD
Yeah, I think I get it.
The thing is, though, because Phoenixes can shoot while moving, there need not be a trade-off between dealing maximum damage and taking no damage. Phoenixes could be microed in a way that all of them can shoot at all times and they can't be attacked at all; that is, they can deal maximum damage while taking none. This can be achieved if the Phoenixes move on along a track so that the chasing Mutalisk always remains at a certain distance from the Phoenix, far enough so it can't attack but close enough that the Phoenix can attack. This can happen if the Phoenix moves along an arc of a circle which has a certain, well-defined radius.
I don't know how clear I was, but for a better explanation see my post here.
In case multiple Mutas are chasing, the AI could select the closest one and kite it as described above.
As I understand it, your AI kites as it is done with "regular" units: attack, flee, attack, flee, etc. With Phoenixes, you can attack and flee at the same time, if you move on the correct path. Modifications should only be made if the kited Muta decides to go back or attack another Phoenix.
I think it should not be hard to implement for the Phoenixes, and I believe it would give better results.
P.S. It seems the Phoenixes take some damage right at the beginning as well. Is it because of their acceleration or is it a "calculated risk" as well?
I have to say the marine vs baneling micro is a lot of fun. I did find out how to beat it you have to come in at several angels and use the patrol key (along with some manual micro). Still a lot of fun can't wait to do this in a real game :D