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Why AI doesnt ForceField? - Page 5

Forum Index > StarCraft 2 HotS
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Siretu
Profile Blog Joined April 2010
151 Posts
June 13 2011 19:48 GMT
#81
On June 14 2011 03:13 DocNemesis wrote:
It would take sheer ingenuity to make a sentry AI use forcefields.


Making a sentry AI that uses force fields is trivial.

Making an AI that uses force fields that might be useful in some situations is harder(but still quite easy).

Making an AI that uses force fields properly most of the time(like a normal player) is not impossible but itsn't that easy either.

Making an AI that does perfect force fields in all situations(Automaton 2000 style) is going to be very hard.
StormsInJuly
Profile Joined January 2009
Sweden165 Posts
June 13 2011 23:26 GMT
#82
I'm not even sure blizzard realized the potential for forcefield back when they were developing the game
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
June 14 2011 08:13 GMT
#83
Forcefields can be used both offensively and defensively. There are probably just too many possibilities for forcefields and the AI wouldn't be able to utilize to their full potential. They would also have to realize all the kinds of things they can do (like blocking a ramp to stop reinforcements from the natural while you take out the main) which will take a very long time considering SC2 is still, in a way, fairly new.
An apple a day keeps the Protoss away | TLHF
ETisME
Profile Blog Joined April 2011
12351 Posts
June 14 2011 11:09 GMT
#84
On May 29 2011 21:44 leviathan20 wrote:
Show nested quote +
On May 29 2011 20:32 Siretu wrote:
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.


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.

*Forcefield*
"I will be back"

comes back with millions of terminators lol
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
June 14 2011 12:53 GMT
#85
On June 14 2011 08:26 StormsInJuly wrote:
I'm not even sure blizzard realized the potential for forcefield back when they were developing the game

Im possitive they did. They did have people like david kim playing it afterall.
I keep checking this thread for more developments of people actually doing it aha.
BW pros training sc2 is like kiss making a dub step album.
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
June 14 2011 15:43 GMT
#86
Can't you just make some triggers on ramp that makes the ai force field when ur army is halfway cross/starting to cross?
A game where the first thing you do is scout with a “worker”. Does that make any sense? Who scouts with a “worker”? That’s like sending out the janitor to perform recon, what general would do that? Retarded game.
Leeto
Profile Joined August 2007
United States1320 Posts
June 14 2011 16:30 GMT
#87
Forcefielding a ramp is the easy part. Using forcefield to control space during a battle, to cut off retreats or to split an army or to create a better concave, is incredibly hard to code.
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-06-14 18:21:29
June 14 2011 18:11 GMT
#88
I think I have an idea that at worse is much better than NP hard. I think it's N^2*O where N is the number of enemy units and O is the number of force fields.

For each enemy unit determine what enemy units around it would get pushed and where. Draw a straight line away from the center of the force field to determine where that unit "in theory" would be moved to and keep track of "how far" that unit would be pushed relative to the sentry, closer or farther away. From that grouping use the Variance to determine which force field "splits" the most units, and add some way of "preferring" units closer to the sentry so you don't try to ff the middle of the ball and die in the process.

Not very efficient, but it beats NP hard.
An ignorant person makes a mistake. A stupid person makes it again.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19223 Posts
June 14 2011 18:46 GMT
#89
This is like a situation that came up in a video game I finished working on recently called Fender Bender. The issue here was that the AI vehicles could collect and use shields. The problem was they could be programmed to be used at perfect times in the game without weapon switching delay. They also could collect the shields when available at the best times. One of the ways we dealt with this was by only allowing the hardest difficulty of AI to use the shields. We also gave the shield equal priority to all other pickups.

How this applies to Starcraft: In insane mode force field could def. be used. When battle has been detected by the ai. It can determine the largest sphere created by connecting unit positions together. This bounding sphere can then be split in half. At the center point the force field could be casted allowing for "perfect" army splits.

To take this a step further. The AI is able to understand enemy army size. If the enemy is stronger then the computer, the AI can detect how far the battle commencing is from a nexus and if a ramp is near by. If its with in a certain range then it can cast force field on the ramp blocking the enemy.

Finally: Guardian shield is nice so the AI can just decide that if a guardian shield is active then the other sentries can cast force field.

This code would not be difficult to write in, it's probably that the amount of work load already thrown at the programmers was too much to try and include everything.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Aarda9
Profile Joined January 2011
United States27 Posts
Last Edited: 2011-06-14 20:02:03
June 14 2011 20:01 GMT
#90
I get FF'd all the time by the hard AI D: Thank you Yabot -_______-
Zerglot with Stim
Siretu
Profile Blog Joined April 2010
151 Posts
June 14 2011 21:32 GMT
#91
Update on the challenge:

Since I am working full time, I don't have so much time to work on the AI.

I've fixed a bug that made it FF too early when attacking from the right. It now automatically detects what kind of FF it should use(Currently limited to either split or defensive surround against enemy melee units)

It's fun to see 20 sentries own 1000 speedlings without any losses. They could probably beat 2000.

I remade the splitting code so I can easily adjust the amount of force fields used. I haven't added the automatic adjustment of the amount of force fields. Not because it's hard, just because I've been prioritizing other stuff.

Adding ramp force fielding requires pathing algorithms that I know EagleAI has but that I don't have. I will try remaking the part I need.
Sevenofnines
Profile Joined May 2010
United States167 Posts
June 14 2011 23:16 GMT
#92
Rudimentary forcefielding would not be particularly hard to program. Obvious things like ramps or splitting an army in half or blocking melee units is easy.

Things begin to get more difficult outside of those trivial situations. For instance:

-Suppose you only have enough energy for say 5 forcefields while your army engages in a wide open area. Would the AI know where to optimally place those forcefields? This problem involves things like existing Terrain, the position/range/speed/damage/composition/etc. of not only the Protoss units but the enemy units as well. I'm sure you could program the AI to figure this out given time, but it becomes much more difficult.

-Suppose its a PvP and the enemy has a slightly larger Colossus count. Would the AI know that FF might end up being detrimental because it would help the enemy colossi? Would it be able to account for massive units possibly breaking FF. How would each of those things affect the rest of the army? Also, would the AI be able to calculate that if it placed FF in a certain way, how the enemy army might reposition and possibly take advantage of the AI's own FF's (i.e repositioning Colossi in a line parallel to the FF's).

All of those things would need to be taken into consideration. Otherwise the AI would be easily exploitable. Making an AI to FF trivial situations is pretty easy. Making one that places optimal FF, can take advantage of them correctly, prevent the enemy from taking advantage of them, and works on all maps and engagement situations would be extremely difficult.

chAse_
Profile Joined April 2011
Germany84 Posts
June 15 2011 02:06 GMT
#93
On June 15 2011 08:16 Sevenofnines wrote:
Rudimentary forcefielding would not be particularly hard to program. Obvious things like ramps or splitting an army in half or blocking melee units is easy.

Things begin to get more difficult outside of those trivial situations. For instance:

-Suppose you only have enough energy for say 5 forcefields while your army engages in a wide open area. Would the AI know where to optimally place those forcefields? This problem involves things like existing Terrain, the position/range/speed/damage/composition/etc. of not only the Protoss units but the enemy units as well. I'm sure you could program the AI to figure this out given time, but it becomes much more difficult.

-Suppose its a PvP and the enemy has a slightly larger Colossus count. Would the AI know that FF might end up being detrimental because it would help the enemy colossi? Would it be able to account for massive units possibly breaking FF. How would each of those things affect the rest of the army? Also, would the AI be able to calculate that if it placed FF in a certain way, how the enemy army might reposition and possibly take advantage of the AI's own FF's (i.e repositioning Colossi in a line parallel to the FF's).

All of those things would need to be taken into consideration. Otherwise the AI would be easily exploitable. Making an AI to FF trivial situations is pretty easy. Making one that places optimal FF, can take advantage of them correctly, prevent the enemy from taking advantage of them, and works on all maps and engagement situations would be extremely difficult.



exactly what you said, sir.

a 'stupid' FF-AI is pretty easy to code, an intelligent one is not.
Siretu
Profile Blog Joined April 2010
151 Posts
June 15 2011 06:27 GMT
#94
On June 15 2011 08:16 Sevenofnines wrote:
Rudimentary forcefielding would not be particularly hard to program. Obvious things like ramps or splitting an army in half or blocking melee units is easy.

Things begin to get more difficult outside of those trivial situations. For instance:

-Suppose you only have enough energy for say 5 forcefields while your army engages in a wide open area. Would the AI know where to optimally place those forcefields? This problem involves things like existing Terrain, the position/range/speed/damage/composition/etc. of not only the Protoss units but the enemy units as well. I'm sure you could program the AI to figure this out given time, but it becomes much more difficult.

-Suppose its a PvP and the enemy has a slightly larger Colossus count. Would the AI know that FF might end up being detrimental because it would help the enemy colossi? Would it be able to account for massive units possibly breaking FF. How would each of those things affect the rest of the army? Also, would the AI be able to calculate that if it placed FF in a certain way, how the enemy army might reposition and possibly take advantage of the AI's own FF's (i.e repositioning Colossi in a line parallel to the FF's).

All of those things would need to be taken into consideration. Otherwise the AI would be easily exploitable. Making an AI to FF trivial situations is pretty easy. Making one that places optimal FF, can take advantage of them correctly, prevent the enemy from taking advantage of them, and works on all maps and engagement situations would be extremely difficult.


I agree With your first paragraph. Stupid FF ai is easy to make. I just think making smart FF ai is easier to make than you say.

First of all I see it like this: There are three levels. Stupid ai, player-like ai(FFs are not always optimally placed and sometimes it can be abused, just as a normal player), smart ai.

Creating a smart ai that always places optimal FF in all situations is extremely hard. Creating a player-like ai with a high sucess-rate is not.

Now for your difficult situations. My ai analyzes the two armies(not extensively, just a little), it will check terrain soon. Not perfectly ofc but I will improve it over time.

Checking coloossi count is very easy, so is checking for massive units.

Your last argument about repositioning and taking advantage seems very vague. It seems like something players dont think about and that they might be abused in the same Way.

I hope my entire post is readable. writing it on a small smartphone is hard work.
Siretu
Profile Blog Joined April 2010
151 Posts
Last Edited: 2011-06-18 21:17:45
June 18 2011 17:27 GMT
#95
I haven't had time working on this lately due to work and other projects but I thought I should upload what I made so far. There is no difference between the attacks(except the units). The AI automatically detects which kind of force fields it should use(split or surround)



I know the surround part is kind of boring. Interesting fact, 24 sentries should be able to beat an infinite amount of lings using this since 6 sentries is enough to force field a ramp indefinitely. This means 24 sentries can keep 4 force fields up indefinitely which is what is needed to help them survive.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
Last Edited: 2011-06-18 18:31:13
June 18 2011 18:23 GMT
#96
Yeah, it shouldn't be too hard to just program an AI to throw forcefields at random in big battles.

But from what I've read, that's already been done. I guess it's the actual good forcefields that get complicated.

EDIT: That surround video was pretty cool though.
Severedevil
Profile Blog Joined April 2009
United States4835 Posts
June 18 2011 18:59 GMT
#97
Positional and terrain-dependent play is very complicated. I'm pretty sure we've never had an RTS AI that could rival a good human at those.
My strategy is to fork people.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
June 20 2011 09:20 GMT
#98
Try Green Tea AI ^^
dimfish
Profile Blog Joined February 2010
United States663 Posts
June 21 2011 15:10 GMT
#99
On June 19 2011 02:27 Siretu wrote:
I haven't had time working on this lately due to work and other projects but I thought I should upload what I made so far. There is no difference between the attacks(except the units). The AI automatically detects which kind of force fields it should use(split or surround)

http://www.youtube.com/watch?v=SBLNe0Gs19g&feature=player_embedded

I know the surround part is kind of boring. Interesting fact, 24 sentries should be able to beat an infinite amount of lings using this since 6 sentries is enough to force field a ramp indefinitely. This means 24 sentries can keep 4 force fields up indefinitely which is what is needed to help them survive.


Cool, cool! Now you gotta get those isolated cases into a multiplayer AI and see how well you can get it to decide when to FF
Siretu
Profile Blog Joined April 2010
151 Posts
June 21 2011 15:57 GMT
#100
I will but I have two things left to fix first. 1. terrain check. 2. make sure they dont Force field if all the sentries together cant make all the Force fields needed. right now 1 sentry will try to shield itself with Force fields even if it only has enough energy for one.

after that is added, i will add it to the standard ai and see what happens.
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