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Green Tea AI Micro/Macro Bot for practice - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 10 23 Next All
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 10 2011 17:44 GMT
#141
New update:
_ Create a new program by Excel, so you can quickly create new / edit the Custom BO in GT AI. It is used for GT AI 0.94 version.

[image loading]
Tschis
Profile Joined November 2010
Brazil1511 Posts
July 10 2011 18:34 GMT
#142
I love this IA, I think Macro or Die uses it? My only problem is that it cheats, and I can't beat a hard because it gets more minerals ={
"A coward is not someone that runs from a battle knowing he will lose. A coward is someone who challenges a weak knowing he will win."
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
July 10 2011 18:44 GMT
#143
Looks awesome. I might use this later to train.
TALegion
Profile Joined October 2010
United States1187 Posts
July 10 2011 18:47 GMT
#144
On June 21 2011 00:59 ptanhkhoa wrote:

Useful command to test with AI ( Type in chat box )
-rc : Record your BO
-le : Save BO to slot.
-re : Restart Map
-qr : Quick map restart
-ffa : AI use strategy on FFA map
-aichat : AI will sometimes chat with you
-aishutup : AI will remain silent
-se x y : AI player x will select commander y;
-do x y : AI player x will choose custom BO y.


Am I the only one who this made giggle?
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
policymaker
Profile Joined September 2010
Greece152 Posts
July 10 2011 20:08 GMT
#145
i tried 12/13 build vs ZERG in shat temple 0.92 version(couldnt find 0.94), in EU bnet, and zerg did nothing but spawn drones all game long.
Hardcore gamer/Hellenic Community Enthusiast
chip789
Profile Joined June 2010
Canada199 Posts
July 10 2011 21:48 GMT
#146
Best A.I available people...this is awesome. I've shown it to gold/plat players and they just go "wow...how does it know how to do all that!" and then they get stomped. It's seriously a plat to masters training program. It's awesome! Thanks ptanhkho.
Dude....I love Starcraft.
Erythro73
Profile Joined March 2011
Canada18 Posts
Last Edited: 2011-07-11 13:57:25
July 11 2011 13:57 GMT
#147
I uploaded Tal'Darim Altar with GTAI 0.94 last evening (on NA). It was working neatly.

I'm (sometime) getting roflstomped by Terran on medium and I'm Platinum. Guess it will help me tremendously.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 11 2011 16:34 GMT
#148
I'm research on add something called Coach into AI Scipts: So besides AI challenge, it can also help player by :
_ Show Standard Build Order Step.
_ Remind you when you forget to build worker, or train unit.
_ Recommend unit build based on information you scouted.
p1cKLes
Profile Joined November 2010
United States342 Posts
July 11 2011 21:41 GMT
#149
I noticed that in Yabot which is GreenTea .84 I believe. The way the AI does the expansions are a little weird. They don’t expand to their natural they have a tendency to expand right there in the base. I don’t know how many times I ran into the protoss base and there was 2 or 3 nexuses sitting in the base. Is this something that has been corrected? Is it specific to Yabot?
Xapti
Profile Joined April 2010
Canada2473 Posts
July 12 2011 03:55 GMT
#150
On July 12 2011 06:41 p1cKLes wrote:
I noticed that in Yabot which is GreenTea .84 I believe. The way the AI does the expansions are a little weird. They don’t expand to their natural they have a tendency to expand right there in the base. I don’t know how many times I ran into the protoss base and there was 2 or 3 nexuses sitting in the base. Is this something that has been corrected? Is it specific to Yabot?
I think it occurs in some maps more than others, as well as might occur if you run a form of map reset (as opposed to ending the game, and loading the map over again)
"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!"
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 12 2011 05:51 GMT
#151
On July 12 2011 06:41 p1cKLes wrote:
I noticed that in Yabot which is GreenTea .84 I believe. The way the AI does the expansions are a little weird. They don’t expand to their natural they have a tendency to expand right there in the base. I don’t know how many times I ran into the protoss base and there was 2 or 3 nexuses sitting in the base. Is this something that has been corrected? Is it specific to Yabot?

The Yabot Build Order structure is different from GT, since it can not distinct between expand and base location. But GT AI Record function is different, when you build another Nexus/Command Center/ Hatchery, AI know that you are mean to expand. Also it can recognize and divide the defense building like Photon cannon, Bunker, Spine in each base instead on concentrate on the Start Location.
Morphling_
Profile Joined May 2011
87 Posts
Last Edited: 2011-07-12 07:40:30
July 12 2011 07:39 GMT
#152
I've been using GTAI a little lately to help refine some builds, and I think its really great, but I just wanted to point out something I noticed.

The Terran AI is really good, like super good, even when he does something stupid like battlecruisers i still occasionally lose to the sick micro and sheer numbers of units. I'm in diamond for reference.

The protoss AI is solid, almost never lose but its at least challenging.

The Zerg AI is laughably bad, and in many cases broken. I was playing against the "Charybdis" bot who made some lings and hydras off one base and then just sat there. Even at the 15 minute mark he was still on one base. Obviously zerg is harder to program than the others due to larva mechanics, but I've never been challenged thoroughly by it.

ANOTHER THING: the "wall" countermeasures in place are really dumb, generally. Sometimes I try to gas steal and it tells me I can't build in their base. Gas steals are perfectly legitimate things to add to build orders, why can't i practice that? Also a lot of the invisible walls that kill your units are stupidly placed. The big one thats a problem is on Tal'Darim altar, the ramp outside of the natural leading to the middle is apparently a wall that i'm not allowed to cross, even though I've never seen anybody actually build a wall there before (you can just go around it through the third).

Again, nice work.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 12 2011 14:22 GMT
#153
@Morphling: The AI just have some basic build included, but it main feature is you can creating strategy by yourself. So the AI will be better if you put some effort and adding more pro build into AI.

You can adding it by 2 ways:
* Do a normal game and record your build.

Or using GT Encoder tools to creating BO code and copy into GT Banks File.


You can see that any strategy will be obsolete with time go on. As for me, i can not changing AI strategy every time SC2 update. So with this tool, you can easily adding the new strategy and AI can keep up with the modern build.
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
July 13 2011 06:19 GMT
#154

@ ptanhkho: Could you give me some more detail how to public the map since i'm not experience with SC2 Editor. I would like to be your official uploaded on NA Server too. Otherwise, it will be many GT AI Maps on Bnet that make us confuse.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-07-13 07:01:42
July 13 2011 06:55 GMT
#155
On July 12 2011 23:22 ptanhkhoa wrote:
You can see that any strategy will be obsolete with time go on. As for me, i can not changing AI strategy every time SC2 update. So with this tool, you can easily adding the new strategy and AI can keep up with the modern build.

In my opinion an AI should be able to run builds on it's own, with just a bit of guidance... AI just needs to know basic openers like forge fast expand, 2 rax, an everything else should be almost entirely dependent on what it scouts, as opposed to what it was told to do. Having multiple long-term build orders programmed into an AI is just a guaranteed way to never attain good success rates, because it's like playing rock paper scissors with your eyes closed.

That said, I'm aware that it takes much more work to program "real" intelligence than to just get a machine to roughly mimic things, but I think it's important, and/or worth it overall.
On July 12 2011 16:39 Morphling_ wrote:
The Zerg AI is laughably bad, and in many cases broken. I was playing against the "Charybdis" bot who made some lings and hydras off one base and then just sat there. Even at the 15 minute mark he was still on one base. Obviously zerg is harder to program than the others due to larva mechanics, but I've never been challenged thoroughly by it.

That's how it is with Blizzard's AI I find even. While Blizzard's zerg isn't terrible, TvZ and PvZ are really easy vs AI Zerg, while ZvT and ZvP are A fair bit more difficult if the player is zerg.
On July 13 2011 15:19 alonestar_ak wrote:

@ ptanhkho: Could you give me some more detail how to public the map since i'm not experience with SC2 Editor. I would like to be your official uploaded on NA Server too. Otherwise, it will be many GT AI Maps on Bnet that make us confuse.

Google Green Tea AI and click on the first result (Nibbits)
You will be on a page showing this video:
"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!"
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-07-13 11:21:24
July 13 2011 11:17 GMT
#156
On July 13 2011 15:19 Xapti wrote:

In my opinion an AI should be able to run builds on it's own, with just a bit of guidance... AI just needs to know basic openers like forge fast expand, 2 rax, an everything else should be almost entirely dependent on what it scouts, as opposed to what it was told to do. Having multiple long-term build orders programmed into an AI is just a guaranteed way to never attain good success rates, because it's like playing rock paper scissors with your eyes closed.

@Xapti: yes, that what currently GT AI does, you just need to guidance AI the opening step, about 12, 15 steps. Then the rest will automatically build the counter ( Banshee vs Immortal, Marauder vs Roach, etc.. ). Tested with the new GT AI you will see, first record your build, than after done your build, AI will automatically do a follow up strategy that counter enemy strategy.
So basically the Custom Build will do better than the core AI, since it has dynamic strategy after the Opening, and AI know which strategy should used when fighting Protoss / Terran/ Zerg etc.

The important is some update change the whole strategy, like building requirement, disable, enable on some unit ( like the changing of building Supply first before build Barracks, remove the Infestor Ability). That would be very hard for AI to know and respond with these change.

On July 13 2011 15:19 alonestar_ak wrote:

@ ptanhkho: Could you give me some more detail how to public the map since i'm not experience with SC2 Editor. I would like to be your official uploaded on NA Server too. Otherwise, it will be many GT AI Maps on Bnet that make us confuse.


I uploaded the Green Tea AI 0.96 Map Packs that contain some 1 vs 1 Ladder Maps and included the AI Scripts in each map. So you just need to upload these on Bnet.

[image loading]

Download link:
[url blocked]
Mediafire
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
July 13 2011 16:17 GMT
#157
@ptanhkhoa: thanks so much.
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
July 14 2011 20:39 GMT
#158
So, people on EU can play the map on their server and it has the AI built into it... but I'm from NA, so do I have to download the scripts and import them?
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-07-15 13:14:20
July 15 2011 12:47 GMT
#159
On July 15 2011 05:39 ClysmiC wrote:
So, people on EU can play the map on their server and it has the AI built into it... but I'm from NA, so do I have to download the scripts and import them?


_ The Map Packages above contain maps that has AI build into it. So you can just download and no need to import the AI Scripts.

_ Also update the new version that change the strategy core. After the first strategy failure, instead switching to random commander, it will switch to general purpose commander that can counter to any strategy. But it need more testing and feedback.

GT AI 0.97(Test)


Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-07-16 06:33:16
July 16 2011 06:28 GMT
#160
A big issue I've noticed that I haven't yet addressed, is that when the AI is confronted with a superior army, it doesn't tend to back off if the opponent is near any base, and stream-in "reinforcements" constantly to suicide, even as far as warping-in units right in front of the enemy's army without any support.

This isn't a terribly huge issue, but it makes it so that once a player's won a fight at their base, it's completely over for the AI, even if the AI has a huge economic and production-capability lead.

The AI should have some sort of pacifist/defensive/turtle mode which it enters if the opponent arrives at a base with a superior-valued army, letting most of it's structures fall while building up units. It's not too likely to recover many games into victory, but I think it will help.


Another thing is dealing with destructible rocks. It is not too difficult to detect that rocks are blocking the closest access to an expansion, and destroy them if they are. It's somewhat difficult, but most of the work has been done already by others, if not yourself (choke&expansion detection).

3 really simple features I think many people would want:
• Commander reveal command (obviously people will use this at their own discretion)
• Select random commander after a reset, either via optional manual randomize commander command (kinda pointless IMO), or automatically after every reset (recommended)
• Acknowledgment of all commands, such as nocheese(-nc)

Speaking of reset... it seems like it still doesn't work at all (restart), or that well (quick restart).
Quick restart doesn't:
• Remove creep
• Reveal the map without units (resets fog of war)
• Make AI behave properly, maybe because it relies on the game timer or something. It won't perform timing attacks that it's supposed to.

I'm also still left in the dark as to what the difference between quick restart and [normal] restart is, or is suppose to be.
"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!"
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