I know AI can do a lot of amazing things (check the automaton2000 on youtube), but forcefields look so easy and AI dont use. Will be amazing see perfect FFs on insane AI level.
Can someone explain this?
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I know AI can do a lot of amazing things (check the automaton2000 on youtube), but forcefields look so easy and AI dont use. Will be amazing see perfect FFs on insane AI level. Can someone explain this? | ||
Glueburn
United States496 Posts
What!? I can't imagine trying to code a unit to automatically forcefield around, or infront of a unit, and even if they did program that in, the forcefields probably wouldn't even be good. The Automation is different in a sense that it moves back units that are getting ready to be hit by an attack, that is fairly simple, it is just something that is done in a split-second. Can you imagine a behavior that if the force that is attacking the AI's units is bigger then what the AI has, it would automatically forcefield a ramp? hilarity would ensue, but I imagine there is a way to make the AI figure out that the force is moving UP the ramp... gah.. it just sounds so confusing. But then again, I may be going at it wrong. | ||
Griffith`
714 Posts
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Datum
United States371 Posts
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Jyvblamo
Canada13788 Posts
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Kuzmorgo
Hungary1058 Posts
On May 29 2011 06:21 CampinSam wrote: Forcefields look easy? What!? I can't imagine trying to code a unit to automatically forcefield around, or infront of a unit, and even if they did program that in, the forcefields probably wouldn't even be good. The Automation is different in a sense that it moves back units that are getting ready to be hit by an attack, that is fairly simple, it is just something that is done in a split-second. Can you imagine a behavior that if the force that is attacking the AI's units is bigger then what the AI has, it would automatically forcefield a ramp? hilarity would ensue, but I imagine there is a way to make the AI figure out that the force is moving UP the ramp... gah.. it just sounds so confusing. But then again, I may be going at it wrong. Actually ff-ing a ramp shouldn't be so hard. measuring if your army is better is easy (especially since insane has maphack ![]() The hard thing would be splitting the army. However, i don't think you should work on making it perfect. for example it could work like determining the opponents composition, and for example if opponent has roaches, which have 3 range, then ff 5 distance away from front units, in a semi circle. Or something like that. Of course it won't be epic innovative perfect forcefield, but it could work i think. | ||
-orb-
United States5770 Posts
I would imagine programming an AI to make these decisions and correctly place walls of force fields from edge to edge of chokes would be ridiculously difficult. | ||
ClysmiC
United States2192 Posts
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Iranon
United States983 Posts
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dae
Canada1600 Posts
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VaultDweller
Romania132 Posts
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Siretu
151 Posts
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han_han
United States205 Posts
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Brewed Tea
United States124 Posts
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Siretu
151 Posts
On May 29 2011 19:48 Brewed Tea wrote: this is how the terminator got started. If the terminator had force fields the terminators would win the war easily. | ||
Heraklitus
United States553 Posts
On May 29 2011 19:48 Brewed Tea wrote: this is how the terminator got started. ROFL | ||
leviathan20
United Kingdom193 Posts
On May 29 2011 20:32 Siretu wrote: If the terminator had force fields the terminators would win the war easily. Now I'm just going to imagine John Connor trying to run up a ramp that is being endlessly forcefielded whenever i watch that film. | ||
BackHo
New Zealand400 Posts
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Taek42
United States7 Posts
Block ramp conditions: - an enemy force is walking up the ramp - at least (equasion based on enemy army and AI army) units have crossed the midpoint of the ramp => FF at the top of the ramp => FF at the bottom of the ramp Guard against melee units: - There lots of melee units - You have more high-range units than they do - Your units have a large attackable surface area => FFs around your units to minimize the surface area => Leave a gap in one location to allow your army to move forward after the battle I don't know if existing AI is capable of looking at the surface area of units. This wouldn't be too hard if it doesn't, because Starcraft uses some form of surface area in determing how melee units can attack a building or a unit ball. ---Splitting Armies--- I considered several things while writing this, but it got really complicated and I never intended to spend a ton of time on this post. Ultimately I do believe that you could do it but it would take me a couple of hours to brainstorm the best ways. I'll summarize some of the things to highlight though: - unit ranges - terrain - position of your army with respect to enemy army - position of both with respect to terrain - clumps of units - looking at unit clumps as pieces instead of as a whole When looking at an enemy army, it could focus on all of the units that have less than X range, and see how they are dispersed or 'clumped.' (clumping is easily defined, and I think marine splitting AI already uses clumping). If clump of low range units exists near the edges of the enemy army (this could be determined using X and Y positioning analysis), then FFs could be dropped between these units and the units of the AI to push these units out of range. It's a lot more comlicated that other types of FF AI but I think that you could turn this into code after a few hours of programming. I don't know how long it usually takes to write Starcraft AI or how long people usually spend programming, but my guess is that it would be worth the time. | ||
Noocta
France12578 Posts
On May 29 2011 22:47 BackHo wrote: In the Kerrigan cut-scene you'd think that one would just shoot themselves rather than drop their guns to let the approaching Zerglings tear you apart. She was out of bullet dude. :d | ||
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