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Green Tea AI Micro/Macro Bot for practice - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 23 Next All
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-08-13 14:17:13
August 13 2011 11:30 GMT
#221
@figg:
Check new version coming out:

Changed to GTBOP to filter the old map version. It new version now will started with GTBOP.

Changelog in GTBOP AI 1.07:
- AI won't attack Larva or Egg any more unless there are nothing else to attack.
- GT Reminder don't show at the start, so you can choose the commander at usually.
- Two new command in observer mode:
+ "-r" : Quick random match.
+ "-s" : Quick commander select.
- New features: Build Order Practice:
+ Let player practice to perfect their Build Order they have just created.
+ This mode will appear the "AI Attack" button, that can let you practice build order in peaceful, or let the AI attack at usually.

[image loading]
graNite
Profile Blog Joined December 2010
Germany4434 Posts
August 13 2011 12:23 GMT
#222
Is it possible to let the AI send out the probe before it has the right amount of minerals so that it builds build the pylon immediatly when it is possible?

When you ran out of ideas to improve the AI, check out the "1000 tips" thread. I think there are plenty of improvements like upgrade orders (for protoss it should do armor first when the AI goes for zealot heavy compositions; moreover, when it has two forges it should upgrade shields lvl 1 instead of armor lvl 3 when it is on 2/2, so it can upgrade to shield lvl 2 and armor lvl 3 at the same time after that.)

keep up the good work!
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
catburst
Profile Joined February 2011
United States57 Posts
August 13 2011 12:29 GMT
#223
1.07 up in NA?
protoss <3
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
Last Edited: 2011-08-13 14:46:59
August 13 2011 13:50 GMT
#224
Can't find anything on EU searching for GTBOP?
edit: nvm, GTAI did the job^.^
no dude, the question
GoldTalon
Profile Joined May 2011
United States43 Posts
August 14 2011 13:16 GMT
#225
This AI is pretty awesome. Thanks!

BTW, I did notice some problems (which are probably a relatively easy fix. IDK):

- T or P never seem to wall off, even when the box is checked.
- Some builds just seem to not exist. For example, I tried the 4gate and the 7rr general. The 4gate DID make a 4gate, but then he just 1based with it and never pushed out. Meanwhile, the 7rr didn't build a pool in 20 minutes.

These might just be minor glitches for me only, but I felt I should share. This AI is still brilliant though =D
bruteMax
Profile Joined October 2010
Canada339 Posts
August 14 2011 16:06 GMT
#226
1v1 maps uploaded to NA server. Search for 'GTAI_107'.
I'm the benevolent dictator you've been looking for.
Theoriginalrod
Profile Joined September 2010
101 Posts
August 14 2011 22:22 GMT
#227
This is great man keep it up, been using it on and off since like beta.
Rod
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
August 18 2011 13:33 GMT
#228
@GoldTalon :
- About 4 gate and 7rr general, it depend on your base location, if AI cannot find the right placement, it will get stuck. Try different map, or restart the match.

ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-08-23 10:42:17
August 22 2011 06:04 GMT
#229
New version 1.09. You can search the official version of GT AI on EU Bnet :
Key word: "GTAI Public Release"
Publisher : Nex 144


* added a new Army Value without Structure Defence values
* complete new Roach AI, I stopped Roach-burrow-dancing
* changed some Medivac behaviors
* added first steps for Anti-Drop-Detection-System
* fixed a TriggerError caused by Pylons in very very long games
* removed some bad manners right after the first attack (HAHAHA I WIN)
* for AI vs AI tester : new command at the first 10 sec : "-go"
* Toss should build only 2 Forges now
* new Pylon and Structure placement for Protoss to remove the Stalker and Zealot trap
* Performance changes in AVS
* Enemyarmy value calculation in AVS has changed a little
* reduced own-AVS Strength for Protoss to avoid early attacks
* changes in AVS to detect ArmyValue without Structure Defence values
* limit AVS calc to 1 per sec
* Overworked the 4-Gate Commander Witness IV to become more deadly
* some minor performance changes
* some minor AI micro changes

BECOKA
Profile Joined July 2011
United States9 Posts
August 22 2011 20:31 GMT
#230
Looking forward to 1.09, how can we get it uploaded to the NA servers?

this is turning out to be a fantastic practice partner.
The best make mistakes too, they just learn from them.
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
August 22 2011 21:07 GMT
#231
On August 23 2011 05:31 BECOKA wrote:
Looking forward to 1.09, how can we get it uploaded to the NA servers?

this is turning out to be a fantastic practice partner.

You can try "GT AI" and look for maps by IcyTournesol. I'll keep them constantly updated without name changes. Humdinger also have a bunch uploaded, but they're currently outdated last time I checked.
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
BECOKA
Profile Joined July 2011
United States9 Posts
August 22 2011 21:16 GMT
#232
On August 23 2011 06:07 DigitalisDestructi wrote:
Show nested quote +
On August 23 2011 05:31 BECOKA wrote:
Looking forward to 1.09, how can we get it uploaded to the NA servers?

this is turning out to be a fantastic practice partner.

You can try "GT AI" and look for maps by IcyTournesol. I'll keep them constantly updated without name changes. Humdinger also have a bunch uploaded, but they're currently outdated last time I checked.


How do I know if an IcyTournesol map has 1.09 or an older version? Or a newer version later for that matter?

I'll download them in hopes they are all 1.09 for now.
The best make mistakes too, they just learn from them.
BECOKA
Profile Joined July 2011
United States9 Posts
Last Edited: 2011-08-22 21:25:33
August 22 2011 21:19 GMT
#233
On August 23 2011 06:16 BECOKA wrote:
Show nested quote +
On August 23 2011 06:07 DigitalisDestructi wrote:
On August 23 2011 05:31 BECOKA wrote:
Looking forward to 1.09, how can we get it uploaded to the NA servers?

this is turning out to be a fantastic practice partner.

You can try "GT AI" and look for maps by IcyTournesol. I'll keep them constantly updated without name changes. Humdinger also have a bunch uploaded, but they're currently outdated last time I checked.


How do I know if an IcyTournesol map has 1.09 or an older version? Or a newer version later for that matter?

I'll download them in hopes they are all 1.09 for now.


Note: looking at them and the titles all have v0.8 what is that related to?

Edited: Silly me, it says when you start the map what version of gtai it is.

new Note: it would be much easier if the title of the map said what version of GTAI was used.
The best make mistakes too, they just learn from them.
achilless
Profile Joined July 2011
41 Posts
August 23 2011 02:34 GMT
#234
holy crap i played very hard and the micro goes 2k apm just marine micro lol
Gantz.z
Profile Joined November 2010
21 Posts
August 23 2011 02:43 GMT
#235
On August 23 2011 06:07 DigitalisDestructi wrote:
Show nested quote +
On August 23 2011 05:31 BECOKA wrote:
Looking forward to 1.09, how can we get it uploaded to the NA servers?

this is turning out to be a fantastic practice partner.

You can try "GT AI" and look for maps by IcyTournesol. I'll keep them constantly updated without name changes. Humdinger also have a bunch uploaded, but they're currently outdated last time I checked.

Thank you so much for the updated maps on bnet =)))
JimmyJRaynor
Profile Blog Joined April 2010
Canada16925 Posts
Last Edited: 2011-08-23 10:35:42
August 23 2011 08:07 GMT
#236
after 400 smart ass posts on TL.Net i think i'll actually contribute something and try to place the 1.09 versions of GTAI of some major maps onto the North American Server.

I'm starting with MLG Shattered Temple


alright MLG Shattered Temple with the 1.09 Green Tea AI is now operational on the North American Server people.

i called it "Raynor Map Test First Try".
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
August 24 2011 14:44 GMT
#237
New version update 1.1D:

* Fixed a very critical bug in AI-building functions
* changed some AVS calc again, to be more precise
* new Chrono system for Protoss .. up to 10times better performance
* new Commanderconfig. Each commander has now its own config. Like Chrono priority lists autoupgrading etc.
* some performance things in the deep core
* new anti-drop detection system + avoidance
* AI should fight now better with its own def-tower
* again changed some Pylon placement functions
* some minor changes

BECOKA
Profile Joined July 2011
United States9 Posts
Last Edited: 2011-08-25 19:36:51
August 25 2011 19:33 GMT
#238
Thanks for the constant updates

For NA server as noted before DigitalDestruction is right on top of this,

I checked and the maps that start with GT AI are already updated with the 1.1 update.
The best make mistakes too, they just learn from them.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-08-26 23:32:53
August 26 2011 23:26 GMT
#239
Update Version 1.11 :
=> In this version AI can perform some drop attack to harass the Enemy.
DaRKMaTT3r
Profile Joined November 2010
Brazil553 Posts
August 28 2011 13:16 GMT
#240
Everytime i play as protoss against T there is some sort of massive lag as the game progress (FPS lag) it keeps dropping the fps until it reaches 0 fps. Just happens when i play against Hard AI Terran, started happening on v1.0+. It's not a problem of computer peformance as the sc2.exe is just cionsuming 30-40% of overall RAM and CPU Usage when that happens.

Just wondering if anyone is having a similar problem or it's just something on my end?

P.S.: I can play against P or Z fine and no fps lag ever happens just happens when playing against T. (Already tried to change the APM limit and nothing happens)
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