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Green Tea AI Micro/Macro Bot for practice - Page 6

Forum Index > SC2 General
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Xapti
Profile Joined April 2010
Canada2473 Posts
July 01 2011 08:41 GMT
#101
Oh by the way: as the AI gets better, especially when the worse builds are removed and/or improved, the difficulty settings should be re-adjusted.

As it is now, there's only 3 settings for non-cheating income, but as the AI gets harder, people will almost never want cheating income AI. Even now, I think it makes sense for hard to be the best non-income-cheating AI right now, because it beats many players (I think diamonds?). Blizzard's AI goes to very hard without cheating even, and this is on par or better in some cases than that.

Hence, I think only insane should have cheating income, which should be like 10% to start, and 1 additional percent every minute later.
If extra-hard modes are desired, then just have them accessible in-game from chat commands.
"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!"
Sevenofnines
Profile Joined May 2010
United States167 Posts
July 01 2011 09:34 GMT
#102
Frankly, to build a real AI, none of the difficulty levels should have income cheats OR map hack.

If you get rid of a lot of the junk builds and just focus on some core solid builds the AI should be able to macro flawlessly. Add in a micro-bot for some sick micro and that will already be quite a challenge even without counting strategy & tactics. Basically the AI should be mechanically superior to any human but strategically and tactically inferior. Adding in the strategy and tactics decisions when the AI has incomplete information (no maphack) would be the final stage.

IMO there needs to be a smoother difficulty curve. Right now the jump from medium to hard to very hard to insane is too much due to the ridiculous income cheats and map hacks. It's far better in the long run to do away with such gimmicks and actually make the AI react to scouting information. But that's for the strategic/tactical programming. As far as a basic method of differentiating difficulty, its easy enough to program in some common mistakes that players of lower levels have. For instance:

-Every time a worker finishes building, set a random number of seconds between say 0 and 20 before it starts the next worker. You can do a similar thing for production buildings. This approximates the Bronze League mistake of forgetting to make workers and/or constant production out of production buildings. Add the delay into more things like MULES, Injects, Chronoboosts, etc. and you basically have bronze league macro.

-Add a condition where the AI doesn't build units/workers when its fighting. Another common mistake.

-Add in occasional supply blocks.

-Add in floating minerals/gas and not enough production buildings.

etc.

Once you've added these mistakes for the AI, the difference in difficulties can be managed simply by toggling these conditions on or off or tweaking the numbers. For instance, the Very Easy AI would have all of these conditions on. The Easy AI might have the worker/production delay between 0 and 10 seconds instead of 0 and 20 and perhaps the supply block condition toggled off. The Medium would have constant worker production, not get supply blocked, and enough buildings, but forget to build stuff during battles. So on and so forth.

I'm still iffy about APM limits since part of the fun of AI's is to use human's superior strategy and tactics to overcome the AI's huge mechanical advantage. But either way, the ideal result would be that the difficulties should roughly be:

Very Easy -> Bronze
Easy -> Silver
Medium -> Gold
Hard -> Platinum
Very Hard -> Diamond
Insane -> Master
Super Insane -> Grandmaster
Bonjwa -> Bonjwa

The last two can be toggled on by in-game commands. =D
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 01 2011 12:16 GMT
#103
It would be useful if you can list out the current BO which build is bad, and which need some modification. For now I'm actually clueless, and haven't much time for testing ^^.
Morphs
Profile Joined July 2010
Netherlands645 Posts
July 01 2011 19:31 GMT
#104
What does "Wallzone" with a timer mean? It appears vs Terran but I have no idea what it does and can't find anything on this subject. I would suspect something with Terran making a walloff but that doesn't seem to happen when playing the AI.
policymaker
Profile Joined September 2010
Greece152 Posts
July 01 2011 20:15 GMT
#105
thanx for the AI maps, I used it in macro or die map, and will download asap for regular map practice. I think i found a bug considering .82 version( i think) in macro or die, dont know if it was fixed: my protoss opponent had his natural blocked by a semi-completed bunker, which he ignored and tried to get his natural(late) in a different location.
Hardcore gamer/Hellenic Community Enthusiast
skeldark
Profile Joined April 2010
Germany2223 Posts
Last Edited: 2011-07-02 04:44:56
July 02 2011 04:40 GMT
#106
There are so many version on EU out now.
Can you make one "official" upload for each map and update it, so we don't have to search for the newest version?

thx


@Sevenofnines
if they try to make a good ai i think its hard for the guys to motivate them self to put work in it so its act bad ^^

@Xapti
blizzard ai use income-cheat!
Save gaming: kill esport
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 02 2011 05:41 GMT
#107
The official map now is GT AI 0.9




epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
July 02 2011 08:47 GMT
#108
I turned on AI Chat for the fun of it and it started pissing me off hardcore when I lost. Anyways, nice map overall!
710+ Posts with a Probe Icon =D
LookNaph
Profile Joined August 2010
Canada59 Posts
July 02 2011 09:31 GMT
#109
As for now I know for sure that the zerg drone rush and protoss high templar builds really suck compared to the others.
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
BjC
Profile Joined February 2011
England181 Posts
July 02 2011 09:40 GMT
#110
hahaha this is awesome. So much better than Blizzard Ai. I have been beating the zerg and protoss but get tottally owned by the terran. The marine splitting is crazy good, but it is nice to play something that doesnt just A-move.
Siretu
Profile Blog Joined April 2010
151 Posts
July 02 2011 09:58 GMT
#111
I have some questions for you, ptanhkhoa.

* Do you code in GUI or Galaxy?
* How much do you use the built-in AI commands and how much do you actually do yourself?
* Do you use the Issue Order or Issue AI order for the orders?
isleyofthenorth
Profile Blog Joined June 2009
Austria894 Posts
July 02 2011 12:03 GMT
#112
On July 01 2011 18:34 Sevenofnines wrote:


-Add in occasional supply blocks.

-Add in floating minerals/gas and not enough production buildings.


just no. thats a terrible idea.
LookNaph
Profile Joined August 2010
Canada59 Posts
July 02 2011 16:25 GMT
#113
On July 02 2011 21:03 isleyofthenorth wrote:
Show nested quote +
On July 01 2011 18:34 Sevenofnines wrote:


-Add in occasional supply blocks.

-Add in floating minerals/gas and not enough production buildings.


just no. thats a terrible idea.


terrible idea now; though when the AI improves its strategies and tactics (especially in harassment, flanks and surrounds), these would then become incredibly useful things to implement.
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
Morphs
Profile Joined July 2010
Netherlands645 Posts
July 02 2011 17:30 GMT
#114
So what level should the Great Tea Ai on medium be considered? As plat I'm getting stomped by GTAI on medium... is it comparable to diamond level? (assuming you don't exploit weaknesses in the AI).
Sevenofnines
Profile Joined May 2010
United States167 Posts
July 02 2011 22:25 GMT
#115
On July 02 2011 21:03 isleyofthenorth wrote:
Show nested quote +
On July 01 2011 18:34 Sevenofnines wrote:


-Add in occasional supply blocks.

-Add in floating minerals/gas and not enough production buildings.


just no. thats a terrible idea.


Next time, learn to read the entire post before responding.
Sebast1aan
Profile Joined March 2011
Belgium163 Posts
July 02 2011 22:34 GMT
#116
Great AI, although it has some weird builds.
The '-re' command is not working for me in the 0.9 version, and when I do '-qr', it fast restarts but with the gamepeed on low.
Xapti
Profile Joined April 2010
Canada2473 Posts
July 02 2011 23:42 GMT
#117
On July 02 2011 13:40 skeldark wrote:
@Xapti
blizzard ai use income-cheat!
Only insane uses income cheat. When I mentioned Blizzard AI, I mentioned the very hard difficulty, which is the hardest difficulty before AI uses income cheat. what I was saying is that green tea should only have one income cheating setting (insane) just like blizzard's (or additional income from game chat commands if desired).

"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!"
Toons
Profile Joined November 2010
Australia136 Posts
July 02 2011 23:43 GMT
#118
Good way for me to practice some timings, thanks for all your work!
Probes and pylons
cekkmt
Profile Joined November 2010
United States352 Posts
July 02 2011 23:53 GMT
#119

On July 01 2011 18:34 Sevenofnines wrote:
Frankly, to build a real AI, none of the difficulty levels should have income cheats OR map hack.

If you get rid of a lot of the junk builds and just focus on some core solid builds the AI should be able to macro flawlessly. Add in a micro-bot for some sick micro and that will already be quite a challenge even without counting strategy & tactics. Basically the AI should be mechanically superior to any human but strategically and tactically inferior. Adding in the strategy and tactics decisions when the AI has incomplete information (no maphack) would be the final stage.

IMO there needs to be a smoother difficulty curve. Right now the jump from medium to hard to very hard to insane is too much due to the ridiculous income cheats and map hacks. It's far better in the long run to do away with such gimmicks and actually make the AI react to scouting information. But that's for the strategic/tactical programming. As far as a basic method of differentiating difficulty, its easy enough to program in some common mistakes that players of lower levels have. For instance:

-Every time a worker finishes building, set a random number of seconds between say 0 and 20 before it starts the next worker. You can do a similar thing for production buildings. This approximates the Bronze League mistake of forgetting to make workers and/or constant production out of production buildings. Add the delay into more things like MULES, Injects, Chronoboosts, etc. and you basically have bronze league macro.

-Add a condition where the AI doesn't build units/workers when its fighting. Another common mistake.

-Add in occasional supply blocks.

-Add in floating minerals/gas and not enough production buildings.

etc.

Once you've added these mistakes for the AI, the difference in difficulties can be managed simply by toggling these conditions on or off or tweaking the numbers. For instance, the Very Easy AI would have all of these conditions on. The Easy AI might have the worker/production delay between 0 and 10 seconds instead of 0 and 20 and perhaps the supply block condition toggled off. The Medium would have constant worker production, not get supply blocked, and enough buildings, but forget to build stuff during battles. So on and so forth.

I'm still iffy about APM limits since part of the fun of AI's is to use human's superior strategy and tactics to overcome the AI's huge mechanical advantage. But either way, the ideal result would be that the difficulties should roughly be:

Very Easy -> Bronze
Easy -> Silver
Medium -> Gold
Hard -> Platinum
Very Hard -> Diamond
Insane -> Master
Super Insane -> Grandmaster
Bonjwa -> Bonjwa

The last two can be toggled on by in-game commands. =D

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
this a thousand times. I loved playing the BW AI because ( as far as i know) it doesn't use cheats, it was just infinitely mechanically superior to me. In some daily Day9 said that the standard is the way to get a maximum army value, and any interesting tricks took away from that standard army value. so program the standard into the AI for each race, and simply limit its APM to perform that standard depending on the difficulty.
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
July 03 2011 07:18 GMT
#120
On July 03 2011 08:53 cekkmt wrote:
this a thousand times. I loved playing the BW AI because ( as far as i know) it doesn't use cheats, it was just infinitely mechanically superior to me. In some daily Day9 said that the standard is the way to get a maximum army value, and any interesting tricks took away from that standard army value. so program the standard into the AI for each race, and simply limit its APM to perform that standard depending on the difficulty.


That's not true, in BW AI, I can easily beat 2, or even 3 AI at the same time. Also, I have no problem in beating 2 Blizzard Very Hard AI in Starcraft 2. But GT AI is much harder to deal with even on 1 vs 1 on Medium difficulty if it choose the right build.
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