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Fyn AI (practice AI on BNet) - Page 8

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fyndor
Profile Joined December 2010
United States159 Posts
Last Edited: 2011-01-23 03:51:13
January 23 2011 02:17 GMT
#141
On January 23 2011 11:16 REM.ca wrote:
I noticed the Terran AI on metalopolis bugging when scouting with his scv. the worker gets stuck in my mineral line.


Weird haven't seen that one yet. Does it happen a lot or have you just seen it once? That might have to wait for me to write custom scouting AI (it is using blizzard scouting AI now), but maybe not if I can detect it getting stuck and figure out some "unstick" procedure. Have other people seen this as well?
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-01-23 06:00:37
January 23 2011 04:25 GMT
#142
OK Fyn, I noticed 2 questions you asked (not sure if you asked more).

When it comes to assessing economy (as worker count) it is of light-moderate importance in non-mirror matchups, and more than moderate importance in mirror-matchups. Particularly in the ZvZs I played it was an issue with the AI which is why I mentioned it.

As a general rule it is good to say to always build workers as terran or protoss (to a limit of about 60-80 supply), but at higher levels, it's almost always more complicated than that, because timing attacks are extremely prevalent, where after a 1 base or 2 base economy of certain level is established, the player will cut worker production and dedicate to making an army for a while before attacking..


Oh and I just played a protoss, and when I sent my scout out (steppes of war, and a bit early, like 9 supply time), he sent 4 workers to chase after it. It's a pretty serious problem, although I've only seen it this once.

In the same game, the protoss was also being terrible with his army and probes in general when I was attacking him with speedlings. I was at his ramp/expo area (he had no expo) fighting some of his units, and my lings would continually kill probes that would pass-by during the fight. When I got up into his main he would still keep throwing probes away (don't know what they were trying to do, scout I think?) in a really stupid way - I seen other races do this too of course. Obviously a much harder problem to fix, but pretty big issue. Even military units will be wandering around alone sometimes, which makes them way too vulnerable.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
REM.ca
Profile Joined July 2010
Canada354 Posts
January 23 2011 04:52 GMT
#143
On January 23 2011 11:17 fyndor wrote:
Show nested quote +
On January 23 2011 11:16 REM.ca wrote:
I noticed the Terran AI on metalopolis bugging when scouting with his scv. the worker gets stuck in my mineral line.


Weird haven't seen that one yet. Does it happen a lot or have you just seen it once? That might have to wait for me to write custom scouting AI (it is using blizzard scouting AI now), but maybe not if I can detect it getting stuck and figure out some "unstick" procedure. Have other people seen this as well?



Happened at least 3 times so far. I think I was in top left position each time.
I have a palm permanently stuck to my face yo.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
January 23 2011 15:06 GMT
#144
Fyn, you may try the new GT AI 0.7 that fix some issue the AI has
Mackus
Profile Joined January 2011
England1681 Posts
January 23 2011 16:50 GMT
#145
I've played using this AI atleast a few hours a day over the past week and I love it but as always I'll give feedback on any issues -

- I've also experienced scouting worker getting stuck in the mineral line..
- In PvT (AI as Terran) they seem to have a habit of using Helions along with the marines, marauders early-mid game, which imo isnt the wisest of choices.
- When we spawn in cross-map positions on a map such as Metalopolis AI's 3rd sometimes goes for the shared base in between both our mains example - If I spawn top left position and he spawns top right, I've seen him expo after natural to the shared northern base whereas any player would go for the southern (or even southern gold) expo.

More feedback to come after I've played more games.

Thanks for all the hard work so far
fyndor
Profile Joined December 2010
United States159 Posts
January 23 2011 22:26 GMT
#146
On January 24 2011 00:06 ptanhkhoa wrote:
Fyn, you may try the new GT AI 0.7 that fix some issue the AI has


Haha good point. At some point they will differ too much to do it but it wouldn't be hard to merge them right now. I probably will do that
Bizarro252
Profile Joined January 2011
180 Posts
January 24 2011 00:45 GMT
#147
Does anyone know if the fyn/greentea AI gets 'harder' in 2v2, I can STOMP very easy and easy in 1v1 and win most of the time vs med 1v1, but am having issues against med whooping my ass every time in 2v2 and even easy giving us a run for our money in 2v2. Both bronze level players but still should not be having such a harder time in 2v2 than in 1v1
Dvalen
Profile Joined October 2010
United States8 Posts
Last Edited: 2011-01-24 02:46:55
January 24 2011 02:45 GMT
#148
I want to publish the green tea ai onto iccup maps. For the life of me I can not figure out/find where to have the SC2 editor open maps that I have downloaded. Using the battle.net tab is not helpful either, searching popular finds none, searching map/mods only finds one. Someone enlighten me please.
Freezy3
Profile Joined March 2010
New Zealand68 Posts
January 24 2011 03:48 GMT
#149
Just played a TvZ on xelnaga fynai, and i managed to get him supply blocked and basically broke him.
replay here
Hope this helps improve the AI.
Dvalen
Profile Joined October 2010
United States8 Posts
January 24 2011 05:17 GMT
#150
With a little practice on Blizzard maps I am noticing the option to lock published maps so I am assuming all the iccup maps are locked
PARADOXX
Profile Joined January 2011
Germany8 Posts
Last Edited: 2011-01-24 09:05:02
January 24 2011 09:00 GMT
#151
On January 24 2011 14:17 Dvalen wrote:
With a little practice on Blizzard maps I am noticing the option to lock published maps so I am assuming all the iccup maps are locked


here you can download the iccup maps
http://sc2.nibbits.com/maps/browse/?q=iccup&ms=&ts=&pmi=&pma=&tmi=&tma=&dxmi=&dxma=&dymi=&dyma=&cols=rank&cols=rating&cols=downloads&cols=date

and other good maps

http://sc2.nibbits.com/maps/browse/?q=xcup&ms=&ts=&pmi=&pma=&tmi=&tma=&dxmi=&dxma=&dymi=&dyma=&cols=rank&cols=rating&cols=downloads&cols=date

http://sc2.nibbits.com/maps/browse/?q=xtc&ms=&ts=&pmi=&pma=&tmi=&tma=&dxmi=&dxma=&dymi=&dyma=&cols=rank&cols=rating&cols=downloads&cols=date

: I have played vs fyn ki ( P ) but in one game i save me on a isle and the ai doesent comes !!
30 min ??? he see that i was there he has a 200/200 army 50% air Units ,but he dont attack me ??
Bug?


Dvalen
Profile Joined October 2010
United States8 Posts
January 24 2011 20:44 GMT
#152
Paradoxx you are the man. Thank you so much. Those iccup maps are not locked and exactly what I was looking for. Thanks again
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
January 25 2011 05:12 GMT
#153
I'm currently messing around with a crazy balance mod and I LOVE this ai because it is much stronger than normal AI, so I can test out my crazy balance changes easier by either playing against AI, or putting them against each other... +100000 bonus points to fyndor for being AWESOME.
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
fyndor
Profile Joined December 2010
United States159 Posts
Last Edited: 2011-01-26 02:36:06
January 26 2011 02:24 GMT
#154
It has been fairly painful with many hours searching for typos in my code since this has no compiler, but I am getting pretty close to the first update. More than likely it will include the newer Green Tea as a base hopefully fix some of the bugs you guys have been seeing. I am going to have to replace edit boxes for apm and harvest rate with sliders, not sure how high I should make the maximums. Thinking it might be cool to have the ability to reduce the harvest rate assuming that is possible so you can make it easier for people who aren't quite to the level of what Very Easy is. You guys reminded me that some people are using this for more than 1v1 so I am going to have to add a player selector as well so you can specify a build for each computer AI. If it is not too hard I am going to add the ability to save your custom settings, but it will have to be per map due to how battle.net works. Not sure how it would work as far as the selected builds go though since every time you load the map you could have selected different race combos. I might have to exclude build selection from saving.

[image loading]
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
January 27 2011 05:47 GMT
#155
Last time I used the Fyn AI, I opened your Xel'Naga caverns map in the editor, then privately published it with custom unit dependencies... Will similar use of the updated maps cause problems in AI or script coding? Thanks for your hard work.
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
Fugue
Profile Blog Joined August 2010
Australia253 Posts
January 27 2011 07:29 GMT
#156
This sounds excellent. I've moved house leaving me without Internet for the moment. I'm hoping to use the sc2allin1 to load up some 4v4 AI matches and see how I fare. Thanks a bunch for all your hard work.
fyndor
Profile Joined December 2010
United States159 Posts
Last Edited: 2011-01-27 14:14:46
January 27 2011 14:14 GMT
#157
On January 27 2011 14:47 XerrolAvengerII wrote:
Last time I used the Fyn AI, I opened your Xel'Naga caverns map in the editor, then privately published it with custom unit dependencies... Will similar use of the updated maps cause problems in AI or script coding? Thanks for your hard work.


I have no idea. I wouldn't think so. Likely your procedure will change though. There is an extra step to preparing the map file now which involves inserting a script file via a mpq editor, but other than that everything is the same. I am not all that familiar with map customizations though so I don't know what affects what. Just curious what do you mean by unit dependencies? You added extra units or abilities to the game?
fyndor
Profile Joined December 2010
United States159 Posts
Last Edited: 2011-01-27 14:39:02
January 27 2011 14:30 GMT
#158
Does anyone use this map with 2 or more humans at a time? Meaning 1v1 vs AI with obs or 2v2 vs AI with 2 players and 2 AI. I am still torn on how to handle multiple users interacting with the starting dialog at the same time. When someone checks a checkbox for instance, an event happens that lets me know it was checked or unchecked. But as far as I can tell it doesn't tell me who's copy of the checkbox was checked, so when multiple users are in a map at once I would have to check everyones checkbox and try to figure out which one is the one that changed, then update everyone else's checkbox to reflect the correct current value. It would be the kind of there where you could "fight" over the settings because you both have control of the dialog at one time. It is do able, but it really is a pain in the ass. Yet I can't see any other solution other than to only let the first person in the list of users to interact with it which seems kind awkward as well. You could also get in to scenarios where someone wants to do 2v2 pitting human and ai vs human and ai where they want to select the build their computer partner uses. Not sure if anyone would ever do this, but they may have a completely different expectation of the dialog hiding their build order selection. Again I am not sure if anyone, or enough people I should say, would want to do this to make it worth the effort of coding. I am a bit torn. Its not like I can't revisit the dialog code again later and make it better, but it is such a minor part of the AI that I don't want to put much effort in to it on an ongoing basis so I can actually get to improving the AI itself. Anyway I am just trying to get a feel for who would be sad if the dialog only had 1 user able to interact with it to see if this is a place I can cut corners a bit in order to get an update out.
fyndor
Profile Joined December 2010
United States159 Posts
Last Edited: 2011-01-30 20:10:12
January 30 2011 07:36 GMT
#159
If anyone on the NA servers has some spare time, I need to test all the builds in the upcoming version of the AI and make sure they are labeled properly. I have include the newest builds from Green Tea AI and I do not believe they are all labeled properly. The version I posted is very alpha. Not all the features are enabled or working yet and there are known bugs in the interface.

If you would like to help test, what you will do is log on to NA Battle.net server and search for "faitest" in the map pool. Add 1 AI opponent of what ever race you want to test and leave it on medium. Start the game. When the game starts there will be a new dialog. Uncheck the "Random Build" checkbox and select a build you want the computer to do. Hit the start button and the game will start. Play against the computer and see if the description of the build you chose matches what the computer actually did. Do this for each build (or as many as you can manage to do). If you like it wouldn't hurt let me know what you think of the build, whether it should be in the build list, and whether it is a good build to use against your race (tell me your race of course). But consider all that stuff extra credit. I mainly need to know that it did what it was labeled as so people aren't like WTF when it is released on all the maps in its public release.

[image loading]
Mackus
Profile Joined January 2011
England1681 Posts
January 31 2011 02:39 GMT
#160
If you tell the AI to do a specific build, will they transition after if the build you told them to do fails?
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