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Automaton 2000 Micro Bot - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 40 Next All
Stone
Profile Joined February 2009
United Kingdom155 Posts
Last Edited: 2011-04-07 13:58:21
April 07 2011 13:57 GMT
#161
would luv 2 see somethin like this in yabot, perhaps with an ajustable difficulty so its not so surreal. to have computer execute a build and micro properly, to practise against.
kawaiiryuko
Profile Blog Joined January 2011
United States368 Posts
April 07 2011 13:59 GMT
#162
Wooooooooooow! This is just so awesome to watch! Kudos to OP - I am definitely looking forward to more videos. It's like a piece of art!
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2011-04-07 14:00:10
April 07 2011 13:59 GMT
#163
Imagine someone does that to you on the ladder!

Me: "All you have is a bunch of marines? HAHA, BANELINGS ENGAGE!"
Automaton2000: "c-h-a-l-l-e-n-g-e a-c-c-e-p-t-e-d"

Me: "NOOOOO..!"
workers, supply, money, workers, supply, money, workers, ...
MegaManEXE
Profile Joined September 2010
United States845 Posts
April 07 2011 14:01 GMT
#164
That marine one was so sick to watch, can't wait for more.
garbanzo
Profile Joined October 2009
United States4046 Posts
April 07 2011 14:04 GMT
#165
That marine vs. baneling micro was ridiculous. It's amazing that you can do this just using the map editor. Reminds me of this awesome AI for SCBW:

That one required an external program though.
Even during difficult times, when I sat down to play the game, there were times where it felt like god has descended down and played [for me].
Marksel
Profile Joined October 2010
Netherlands56 Posts
April 07 2011 14:11 GMT
#166
Wouldn't that zergling micro actually be possible? Or atleast a less insane version of it to a certain degree.

Just an example, you have a group of zerglings running into a tank, and you box an amount of zerglings with the box being about the size of the siege splash, shiftclicking one zergling in the unit selection screen to de-target it, then move ur selection back a notch and shift-a-move back?
That's actually quite true -Tasteless
Shirolol
Profile Joined April 2010
England504 Posts
April 07 2011 14:15 GMT
#167
That was actually REALLY impressive to watch! There needs to be a whole series created of these for our viewing pleasure.

On April 07 2011 23:11 Marksel wrote:
Wouldn't that zergling micro actually be possible? Or atleast a less insane version of it to a certain degree.

Just an example, you have a group of zerglings running into a tank, and you box an amount of zerglings with the box being about the size of the siege splash, shiftclicking one zergling in the unit selection screen to de-target it, then move ur selection back a notch and shift-a-move back?


No because this AI makes only the TARGETTED zergling not run away, we have no idea which zergling the enemy tank is firing at so it wouldn't work at all. Not to mention the fact shift moving commands are really terrible.
Korean Netizen wrote: My ears died from the static and the music and my eyes died from the depressing gameplay and bad observer.
Gobbles
Profile Joined August 2010
Canada91 Posts
Last Edited: 2011-04-07 14:37:27
April 07 2011 14:37 GMT
#168
I would be interested in seeing how clean a marine split you can do with banelings on creep!

Edit: Split/ Kite etc..
You already said spite
lucasgir
Profile Joined September 2010
France10 Posts
Last Edited: 2011-04-07 14:37:52
April 07 2011 14:37 GMT
#169
On April 07 2011 23:11 Marksel wrote:
Wouldn't that zergling micro actually be possible? Or atleast a less insane version of it to a certain degree.

Just an example, you have a group of zerglings running into a tank, and you box an amount of zerglings with the box being about the size of the siege splash, shiftclicking one zergling in the unit selection screen to de-target it, then move ur selection back a notch and shift-a-move back?


Yes I was wondering why pro don't send 3-4 splitted zergling just before their mass zergling in order to absorb the first few blow with minimal loss.
It wouldn't require a lot of APM and may reduce the tank effectiveness quite a bit against speedling...
Munk-E
Profile Blog Joined July 2010
United States672 Posts
April 07 2011 14:38 GMT
#170
I had an idea to make this a while ago, but unfortunately, I have no idea how to program.

But my idea was that towards the beggining of the game, you bring 8 workers to the opponents base, and using the thing where they cant mine if you're mining their minerals, completly stop them from mining! This would require a ton of micro to keep them alive, as well as not allowing any mining.
You recognise me because of my signature!
ki11z0ne
Profile Joined January 2011
United States427 Posts
April 07 2011 14:40 GMT
#171
how does it no what exact ling will die?
SC > halo
FLuE
Profile Joined September 2010
United States1012 Posts
April 07 2011 14:42 GMT
#172
The cool thing with this, is even if the micro is not possible to obtain what it can show is "here is what the ideal micro would look like." So you can try your best to mimic it to some degree, how best to split, etc. So pretty cool use because it at least gives you an idea of what you should be attempting to do to avoid splash or split groups even if you only mimic it 10% it is a start.
lucasgir
Profile Joined September 2010
France10 Posts
April 07 2011 14:56 GMT
#173


Show nested quote +
On April 07 2011 23:11 Marksel wrote:
Wouldn't that zergling micro actually be possible? Or atleast a less insane version of it to a certain degree.

Just an example, you have a group of zerglings running into a tank, and you box an amount of zerglings with the box being about the size of the siege splash, shiftclicking one zergling in the unit selection screen to de-target it, then move ur selection back a notch and shift-a-move back?


No because this AI makes only the TARGETTED zergling not run away, we have no idea which zergling the enemy tank is firing at so it wouldn't work at all. Not to mention the fact shift moving commands are really terrible.


I think you misunderstood how the AI know which Zergling will be hit :

The OP states that the tank always targets the nearest Zergling.
Of course, in a Zergling blob, it's nearly impossible for an human eye to see which one it is.
However, if you move on purpose a single zergling in front of the other, he will be the one targetted by the tank.
So by using this, it may be possible to reduce splash damage.
imp42
Profile Blog Joined November 2010
398 Posts
April 07 2011 15:03 GMT
#174
Absolutely awesome and great creativity to come up with the idea and implementation in the first place. Congrats!
50 pts Copper League
Marksel
Profile Joined October 2010
Netherlands56 Posts
April 07 2011 15:05 GMT
#175
On April 07 2011 23:56 lucasgir wrote:
Show nested quote +


On April 07 2011 23:11 Marksel wrote:
Wouldn't that zergling micro actually be possible? Or atleast a less insane version of it to a certain degree.

Just an example, you have a group of zerglings running into a tank, and you box an amount of zerglings with the box being about the size of the siege splash, shiftclicking one zergling in the unit selection screen to de-target it, then move ur selection back a notch and shift-a-move back?


No because this AI makes only the TARGETTED zergling not run away, we have no idea which zergling the enemy tank is firing at so it wouldn't work at all. Not to mention the fact shift moving commands are really terrible.


I think you misunderstood how the AI know which Zergling will be hit :

The OP states that the tank always targets the nearest Zergling.
Of course, in a Zergling blob, it's nearly impossible for an human eye to see which one it is.
However, if you move on purpose a single zergling in front of the other, he will be the one targetted by the tank.
So by using this, it may be possible to reduce splash damage.


Isn't this only true for the first shot? Afterwards it would use smart-fire and spread its targets, so from that point on its pretty much impossible to predict as a non-AI?
That's actually quite true -Tasteless
Sqq
Profile Joined August 2010
Norway2023 Posts
April 07 2011 15:08 GMT
#176
The baneling one gave me zerg tears, the better players get at controling the marines the less damage them banes will be doing, really bloody awesome tinkering in the editor man, thumbs up!
Dead girls don't say no.
thehitman
Profile Blog Joined July 2010
1105 Posts
April 07 2011 15:10 GMT
#177
perfect baneling micro. All banelings killing at least 4 marines.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
Last Edited: 2011-04-07 15:19:39
April 07 2011 15:17 GMT
#178
Haha that's really awesome (hilarious uses of gsl footage too haha), would be great to see the video of 20 marines vs 40 speed banes tho

edit: nvm found the marine splitting video.... awesome work! Really fun to watch haha
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
lucasgir
Profile Joined September 2010
France10 Posts
Last Edited: 2011-04-07 15:26:19
April 07 2011 15:24 GMT
#179
On April 08 2011 00:05 Marksel wrote:
Show nested quote +
On April 07 2011 23:56 lucasgir wrote:


On April 07 2011 23:11 Marksel wrote:
Wouldn't that zergling micro actually be possible? Or atleast a less insane version of it to a certain degree.

Just an example, you have a group of zerglings running into a tank, and you box an amount of zerglings with the box being about the size of the siege splash, shiftclicking one zergling in the unit selection screen to de-target it, then move ur selection back a notch and shift-a-move back?


No because this AI makes only the TARGETTED zergling not run away, we have no idea which zergling the enemy tank is firing at so it wouldn't work at all. Not to mention the fact shift moving commands are really terrible.


I think you misunderstood how the AI know which Zergling will be hit :

The OP states that the tank always targets the nearest Zergling.
Of course, in a Zergling blob, it's nearly impossible for an human eye to see which one it is.
However, if you move on purpose a single zergling in front of the other, he will be the one targetted by the tank.
So by using this, it may be possible to reduce splash damage.


Isn't this only true for the first shot? Afterwards it would use smart-fire and spread its targets, so from that point on its pretty much impossible to predict as a non-AI?


Judging by the OP answer, it seems it's true for all shots :

Regarding the zerglings splitting before the shot lands. The script is capable of determining which zergling that is going to take the next blow. When a tank starts aiming (when its target dies for example), the bot predicts it's gonna fire at the closest zergling and executes a split the AI of Starcraft 2 is very predictable in that meaning..


Unless he means the closest zergling to the previous target, it seems to always be the closest to the tank
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
April 07 2011 15:27 GMT
#180
On April 08 2011 00:05 Marksel wrote:
Show nested quote +
On April 07 2011 23:56 lucasgir wrote:


On April 07 2011 23:11 Marksel wrote:
Wouldn't that zergling micro actually be possible? Or atleast a less insane version of it to a certain degree.

Just an example, you have a group of zerglings running into a tank, and you box an amount of zerglings with the box being about the size of the siege splash, shiftclicking one zergling in the unit selection screen to de-target it, then move ur selection back a notch and shift-a-move back?


No because this AI makes only the TARGETTED zergling not run away, we have no idea which zergling the enemy tank is firing at so it wouldn't work at all. Not to mention the fact shift moving commands are really terrible.


I think you misunderstood how the AI know which Zergling will be hit :

The OP states that the tank always targets the nearest Zergling.
Of course, in a Zergling blob, it's nearly impossible for an human eye to see which one it is.
However, if you move on purpose a single zergling in front of the other, he will be the one targetted by the tank.
So by using this, it may be possible to reduce splash damage.


Isn't this only true for the first shot? Afterwards it would use smart-fire and spread its targets, so from that point on its pretty much impossible to predict as a non-AI?


There is no such thing as smart-fire. Tanks simply do not overkill their targets because they don't have a projectile - the damage is instant.

What you want to do bumrushing tanks is spread as much as possible (maybe use patrol) and a-click to a point well beyond the tanks so that the lings do not converge.
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