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Active: 1317 users

Green Tea AI Micro/Macro Bot for practice

Forum Index > SC2 General
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ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-09-23 14:34:27
June 20 2011 15:59 GMT
#1
Green Tea AI

Update Version GT AI 1.16:

How to play: 3 methods:
1/ Search on EU Battle.net:

Key words: "GTAI Public Release"
Publisher : Nex
http://eu.battle.net/sc2/de/profile/170750/1/Nex/matches

2/ Import AI Scripts to maps with SC2 Editor.
3/ Using SC2 AllInOnes tools.
Visit Green Tea AI Main Page for more information.

Introduction:

- GT AI is a popular AI Script that improve the difficulty of Starcraft 2 AI. It will using many strategies that keep player guessing overtime. More over, it can control units like a professional player to keep every units alive. It also be used in many custom maps like YABOT, Macro or Die, Fyn AI, Coach Ai, ....
- The things that GT AI can offer more than it contain is the ability to play the Build Order player created, so giving more range of possibilities.

Current Features:



- 60 AI Strategies: from the well know 4 Warp Gate to cheese build like Cannon Rush, 6 pool...
- AI Micro Control, hit and run, storm evading, improve ability using for each unit: Force field, Graviton Beam, Neutral Parasite...
- You can Create more Custom Strategies to AI, include 90 slot to save (10 slot for each match: TvT, TvZ, TvR, ...)



- Practice to perfect the BO created.
[image loading]

- AI Chatting for entertainment.
- Reminder: AI can remind player some basic mistake player do : supply block, idle worker, idle production, floating resources, energy management on Orbital Command, Queen,

Option screen:
- For ingame option: Type -op to show up option menu:
[image loading]

* Know issue:
-qr causing some bugs that make AI not follow their build order.
-some issue in building placement, some times AI can't find good place to build, causing AI to stop building.
- limited harassment.

* Faqs:
1/ How can I play this AI ?
- You can search it on Bnet or follow instruction on the main website..
2/ Can I play corporate with friends ?
- Yes, if the map is 4 player or above, you can set team match vs AI.
3/ How hard is this AI/ What is this AI level ?
- Many player see it much stronger than the original AI due to macro and micro mechanic. As for player reported the AI being from Platinum to Diamond Player depend on AI Build Order choice.
4/ Is this AI cheat ?
- Depend on AI level: the first 4 level doesn't using resource cheat.
+ Very Easy : It will stop attacking in 10 minutes.
+ Easy : No map vision.
+ Medium, Hard : AI has full map vision.
+ Very Hard: Only cheat resources in later game. Limit is 1.5 times normal resources.
+ Insane : 1.5 times resources at the start.
5/Can I use the AI Scripts for my map ?
- Yes, just include some credit line for me ^^.
6/ The AI does some weird build/ old fashioned build order
- You can always creating new Build Order/ Strategies, and let AI Play Random these new build order.
7/ The AI so laggy on my computer.
- Due to scipt Analysis, AI cause some performance problem on low CPU computer. You can open the Option Menu, and turn APM limit on.
8/I got this error "Cannot find 'unitdata.xml" when loading the map.
- The unitdata.xml is for micro AI part in game. If missing it, the AI still can played but will
missing Micro features. Check out other maps. or follow the install instruction again, remember you must set "Public" and "Unlock" when publishing on Bnet.
9/What is "Streng Analysis" in the option menu:
- It the Analyzing system developed by Nexxy to compare how strong your army is compare to enemy army.
- For example : 1 VoidRay > 5 Roach
10/Why is it named "Green Tea" ?
- It is a popular drinks in my country, and it good to your health. I also used a lot whenprograming this AI, so can say it is an inspiration for me ^.^.
11/When i choose Practice Build Order, I don't see any BO ?
- You must created the Build Order first.
- To create the BO Zerg Vs Terran. You must choose Terran and let the AI choose Zerg.
- Than choose the "Play/Edit Build Order" button to create your build order.
- You will see the Edit screen:

[image loading]

Credits:
Author : Ptanhkhoa, Nexxy
Contributor: Darka 972, Armageddonz, Vernam7



Alabasern
Profile Blog Joined September 2010
United States4005 Posts
June 20 2011 16:03 GMT
#2
That is an impressive video, I hope all the bugs are worked out and this is used well.
Support your esport!
Tatari
Profile Blog Joined January 2011
United States1179 Posts
Last Edited: 2011-06-20 16:07:07
June 20 2011 16:05 GMT
#3
Is it on the NA server as well? I'm a big fan of this and fyn AI for practice... even if the bot resource hacks later on in the game >_>

Ok this is fucking amazing. Do want.
A fed jungler is no longer a jungler, but a terrorist.
smaugswe
Profile Joined November 2010
Sweden121 Posts
June 20 2011 16:07 GMT
#4
Finally been looking for a bot to train against cuz the Standard AI sucks so badly Nice work!! Will try it asap and tell one of my friends that really need to train some 1v1 :3 Keep up the good work
I dont have any Windows in my room... I use linux... :)
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-06-20 16:35:20
June 20 2011 16:07 GMT
#5
Tatari: Is it on the NA server as well? I'm a big fan of this and fyn AI for practice... even if the bot resource hacks later on in the game >_>


in Medium difficulty, it don't have mirenals cheating.
DuckS
Profile Joined September 2010
United States845 Posts
June 20 2011 16:12 GMT
#6
This was pretty impressive. Will hope to see more progress in the future.
"You foiled us this time Americans, but your liberty will not protect your Marilyn Monroe forever - our Queen must FEED!" - Deleuze
barrykp
Profile Joined August 2010
Ireland174 Posts
June 20 2011 16:14 GMT
#7
I used to practise vs GTAI before since it used to chase my scouting drone around and I needed the multitasking practise. I haven't tried the b.net version but I definitely will now.

The video is awesome, especially the last battle (zerg fighting!)



Lecture me some more on how to play please; I need help.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
June 20 2011 18:52 GMT
#8
Thanks, It a long way before it complete and will better everytime . Still need more testing and feedback.
Swad1000
Profile Joined January 2011
United States366 Posts
June 20 2011 19:05 GMT
#9
Huge props on the ai using forcefields. Really want to try it out.
Nexic
Profile Blog Joined May 2010
United States729 Posts
Last Edited: 2011-06-20 19:09:23
June 20 2011 19:07 GMT
#10
Amazing, I used to use this all the time to practice, will have to try it again. Also cool that you can reset the map now.

Is this gonna be on NA? or can we download online

edit - don't think it's on NA but found here I think.
pAnatiC
Profile Joined November 2010
Germany123 Posts
June 20 2011 19:37 GMT
#11
Whoa! Amazing AI! Works brilliant. My Toss Enemy was building xpantion like a Boss! lol.. Maaany Hallucination (FF would be cool :C). Really well done!
MrCon
Profile Blog Joined August 2010
France29748 Posts
June 20 2011 19:58 GMT
#12
I remember playing with your AI when I first started sc2. It seems you have worked a lot on it, it looks awesome.
Nice it can cheese (but still not defend cheese, which is understandable as it's a pain to program)
Nexic
Profile Blog Joined May 2010
United States729 Posts
Last Edited: 2011-06-20 20:26:05
June 20 2011 20:15 GMT
#13
Thanks for the reply on how to fix the reserved .galaxy name problem, I just edited metalopolis with this AI and uploaded it to NA under 'GTAI 0.86c Metalopolis'. not sure how long it takes to show up as I haven't uploaded anything before.

Edit: Btw, what does WallZone mean?
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
June 20 2011 23:54 GMT
#14
Nice ^^, wallzone close to area that human used to walling, so you cannot passing by in the early game.
LookNaph
Profile Joined August 2010
Canada59 Posts
June 21 2011 00:40 GMT
#15
ptanhkhoa, I've always admired what you've worked on with this ai. You have an impressive showcase video! Hope it keeps improving.


I also like that you're posting on tl.net!
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
Diks
Profile Joined January 2010
Belgium1880 Posts
June 21 2011 00:43 GMT
#16
This is awesome. I LOVED GreenTeaAI in BW.
The video is quite impressive (the roach micro vs the zalots... O_O)
Thank you verymutch, I'm gonna try that !
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 21 2011 00:44 GMT
#17
I'm lazy and won't download it and go through the hassle of uploading it myself (Also ignorant as to how to do that) but I'm a huge fan of green Tea AI and I can't wait for this to show up on the north american ladder

Macro or Die was good because of the green tea ai. If it was the standard ezpz do the same shit every game blizzard AI that UMS would barely have been notable, but Green Tea made it shine.

I can't wait to get my hands on some of these maps!
Thanks!
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
June 21 2011 04:46 GMT
#18
Yes, i will try to find someone can upload the AI on NA.
djengizz
Profile Joined August 2010
Netherlands42 Posts
June 21 2011 05:58 GMT
#19
Great AI!
I hadn't updated in a while but i love the improvements in micro and tactics you made.

One question though: could you give an overview of what numbers correspond to what commanders?
I tried to practice against a protoss 4WG and used the numbers from the trigger libs but for some reason it never uses a 4 WG strat when i did this. Same goes for 6 pool (although the 7 pool seems to work).
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
June 21 2011 07:47 GMT
#20
when I enter -re ingame nothing happens. Also -qr sometimes (often) bugs out the AI and their workers do nothing.

Also it does not respect that AI was random and just restarts with the last race AI got.
NicoLoco
Profile Joined December 2010
Norway159 Posts
Last Edited: 2011-06-21 10:35:42
June 21 2011 10:08 GMT
#21
god damn that roachmicro was so sexy! I hope to one day see a real player control his units like that! Great stuff, can't wait to try it!

edit: lol @7:50 when the Phoenix lifts a zergling.....
If I gave a shit you'd be the first to get it!
demonik187
Profile Joined August 2010
United States575 Posts
June 21 2011 11:22 GMT
#22
So has anyone from NA got this yet? Would love to try it out.
We march to victory!
nyc863
Profile Blog Joined January 2011
200 Posts
June 21 2011 11:34 GMT
#23
thanks for the hard work on this

I tried GTAI 0.86d (?) on Xel Naga (NA) TvP, and noted that the AI still likes to remove the rocks at my own gold expansion (thanks very much, AI).

Improved is that it removes the rocks to its own 3rd, which the old AI never bothered to do.

After I killed its natural and 3rd, and killed its army, the AI did not make a new nexus, instead spent all its remaining mineral income from its almost mined out main on re-growing its army, then ran out of minerals and was stuck. It should have seen it had poor income and re-expanded, as a new priority, or even long distance mined.

Do any of the AIs do drops now?
Grendel
Profile Joined November 2010
Belgium126 Posts
June 21 2011 11:59 GMT
#24
Looks very well done. A real must for my friends to become better :D

Either way, wouldn't it be possible to implement the automaton bot in this AI? Then you could have an insane AI, who doesn't cheat but just wins by insane micro.

Just a thought though
Nexic
Profile Blog Joined May 2010
United States729 Posts
June 21 2011 18:15 GMT
#25
On June 21 2011 20:22 demonik187 wrote:
So has anyone from NA got this yet? Would love to try it out.
Try reading the thread or searching on b.net, I uploaded a metalopolis version and someone else has also posted a xel naga version.
MrGreyness
Profile Joined March 2010
Australia35 Posts
June 22 2011 05:25 GMT
#26
I just played a game vs GTAI 0.86d on xel naga on NA server and the zerg AI 7 pooled, built a bunch of zerglings and sent it to its ramp and sat there and tried to transition into an expansion. But I had a good game vs the terran ai. I hope one day we'll be able to see the AI harrass effectively through drops/banshees/mutas etc
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
June 22 2011 05:28 GMT
#27
@nyc863 : Think, next time will add a re-evaluate value for resource income, if it is two low, AI will get priority for build Base first.
@Nexic : thanks for uploading, did the AI micro in your map ? ( Stuff like hit and run, I can tested yet since the unitdata.galaxy file needed for AI to implement these micro )
Tonyoh
Profile Blog Joined June 2009
France218 Posts
June 22 2011 07:22 GMT
#28
Basically it seems to be a wonderful hit and run AI but that's all, besides we could expect better hit & run from AI with 2000 APM !

Anyways it's really a good thing you are working on a gosu computer and I hope you good luck with all the hardwork you are putting into this programation
Features look very cool also =)

ps : canon rush vs terran sucks because with 1 marauder you can deny, and besides you can also lift command center =) and you can counter protoss with 1 reaper.
http://www.facebook.com/pages/Liquid-Jinro/174837579208018?ref=ts
RaLakedaimon
Profile Joined August 2010
United States1564 Posts
June 22 2011 07:44 GMT
#29
I'm impressed by this AI you made. I normally wipe out very-hard and insane AI super easily but I was just playing the same as I would on those difficulties versus your very-hard GTAI on metolopolis TvZ and that zergs macro was insane. The mutas came and I was like ok a few turrets to ward them off while I take a super fast third, no problem I thought...until I counter attacked while it mass muta'd my main and suddenly instead of turning back the muta's kept attacking my main and suddenly I realized he's on 3 bases too. TT

I love how its finally challenging to play a computer bot! :D Next time I'm gonna start out one base all in and then move onto macro games, can't wait to see how it holds its own versus my terrible diamond play. Well done man I'm very happy to have a worthy AI opponent to practice with!
phrenzy
Profile Joined October 2010
United Kingdom478 Posts
June 22 2011 09:19 GMT
#30
Its good as it doesnt practice normal timings so you cant meta game it, but i cant park a ling outside its base without it dying within a certain range. It says i cant attack the AI that early, then 30 seconds later and attack would be on it way, if i manage to hold it off then i try again and it still kills it .
Aetherial
Profile Joined August 2010
Australia917 Posts
June 22 2011 09:21 GMT
#31
SEA yet?
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-06-22 17:58:01
June 22 2011 17:57 GMT
#32
New update, adding 3 command to get list of commander
"-lp": List of Protoss Commander
"-lt": List of Terran Commander
"-lz: List of Zerg Commander

When you use these command, the game speed will automatically reset to "Slower"
After using select comand, ex "-se 2 11", the game speed will automatically reset to "Faster".

See the video instruction below.
unR
Profile Joined May 2011
Germany17 Posts
June 22 2011 19:51 GMT
#33
Hey, first of all, great work and thanks for the AI.

My question is if there is a way to see the BO of the different commanders? IMO the short descriptions are nice but it would be better to really see what the commander is going to do.
Peekaboo
Profile Joined May 2010
Canada219 Posts
Last Edited: 2011-06-22 20:55:20
June 22 2011 20:53 GMT
#34
Its pretty darn good.

Facing the mass marine build a couple times as zerg.

First, the computer doesn't take into account spine crawlers when it decides to attack, so it was easy to thwart.

Second, the marine splitting is so good banelings are a waste of zerg resources. This is both good (good the AI is so great at micro!) but bad because baneling is the counter to mass marine until you are in the Grand Master's league. And even Grand Masters will clump marines at times.


And third, the computer seemed to ignore my ling counter attacks in its mineral lines for quite some time, choosing to just mass attack, not split off newly produced marines to clean it up.
You loved me as a loser but now you're worried that I just might win. -L. Cohen
Dharmok
Profile Joined April 2010
Netherlands57 Posts
Last Edited: 2011-06-22 21:06:24
June 22 2011 21:05 GMT
#35
This is getting better and better. Really love the Commander list command. Now I'll just have to wait for someone to upload it on EU .
I'm trying to focus on improving my mechanics and this tool is a great help to do so.
Keep up the great work ptanhkhoa, I really appreciate it.
Only dead fish go with the flow
Mackus
Profile Joined January 2011
England1681 Posts
June 22 2011 22:10 GMT
#36
@ Dharmok. Its on EU read the original post.

Thanks for the AI update, but like Fyn AI it has the same major problem in my opinion which is the lack of APM cap. This is most problematic when you're practicing vs a Zerg. You can see at the big battles right at the end that the Zerg AI is losing alot of units but his food count is jumping up and down constantly between 160-200 since the AI has no cap on its APM to micro every individual unit on the field. inject larvae at every second its available and produce units all at the same time.

Nonetheless, I'm happy about the update but I'm hoping for a APM cap in the future.
Elasticity
Profile Blog Joined June 2010
3420 Posts
June 22 2011 22:26 GMT
#37
around 8:30 till the end: the definition of zerg swarm :D

GJ with the AI, very effective play from them too
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
June 22 2011 22:29 GMT
#38
I am hoping they actually start walling off for real. This way I cannot practice proper scouting or early aggression.
Mailing
Profile Joined March 2011
United States3087 Posts
June 22 2011 22:35 GMT
#39
The AI protoss made a carrier against mass hydra with corruptors

Not very Intelligent ;D
Are you hurting ESPORTS? Find out today - http://www.teamliquid.net/blogs/viewblog.php?topic_id=232866
Ulfsark
Profile Blog Joined September 2010
United States958 Posts
June 22 2011 22:41 GMT
#40
It would be insanely interesting to have several people program AI for SC2 and then have each AI dedicated to a race and have the programmer's AI fight each other in some sort of tournament.
gg wp
goal 888
Profile Joined April 2011
167 Posts
June 22 2011 22:45 GMT
#41
Wats AI apm?
HentaiPrime
Profile Joined December 2010
Canada85 Posts
Last Edited: 2011-06-22 23:07:28
June 22 2011 23:07 GMT
#42
hey ptanhkhoa, your AI has been really coming along. When I try to out macro pvt, the terran really keeps up and punishes if I try to make too many probes. Your AI is totally baller!

I was wondering if you could implement stutter step. At first I thought the AI micro would be really strong, but now I find I get a lot of free shots at marine/marauder cuz they always just moving away

also as a minor thing, terran (at least for 3 rax build) will get concussive upgrade as well as weapons and armour but won't start stim until 13min in the game!
┻━━━┻ ︵ ¯\_(ツ)_/¯¯\_(ツ)_/¯¯\_(ツ)_/¯ ︵ ▄▄▄︵ ҉‭‭‭˙ (╯°o°)╯
HentaiPrime
Profile Joined December 2010
Canada85 Posts
June 22 2011 23:12 GMT
#43
On June 23 2011 07:45 goal 888 wrote:
Wats AI apm?


in pvt, i've seen the first 15min an average ~150 but during battles apm spikes to 1700, after 15min mark with maxed army, i saw apm spike as high as 2400!
┻━━━┻ ︵ ¯\_(ツ)_/¯¯\_(ツ)_/¯¯\_(ツ)_/¯ ︵ ▄▄▄︵ ҉‭‭‭˙ (╯°o°)╯
Mackus
Profile Joined January 2011
England1681 Posts
June 22 2011 23:26 GMT
#44
Also is it me or does the -lp etc commands not work?
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
June 22 2011 23:28 GMT
#45
Wow. How long have you been working in this AI?
The FF IA seems awesome!

Good work!
aka Wardo
Thorantham
Profile Joined September 2010
United States221 Posts
June 22 2011 23:30 GMT
#46
On June 22 2011 03:15 Nexic wrote:
Show nested quote +
On June 21 2011 20:22 demonik187 wrote:
So has anyone from NA got this yet? Would love to try it out.
Try reading the thread or searching on b.net, I uploaded a metalopolis version and someone else has also posted a xel naga version.


What name did you add it under? There's a number of results when u type in GTAI.

Thanks for uploading.
Eatme
Profile Blog Joined June 2003
Switzerland3919 Posts
Last Edited: 2011-06-23 00:01:57
June 23 2011 00:01 GMT
#47
Is easy the same as medium in everything except map hack?
I have the best fucking lawyers in the country including the man they call the Malmis.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
June 23 2011 04:48 GMT
#48
@Mackus: It's only availabe in the newest version GT AI 0.87, you can see the version of the GT AI at it show up at the beginning.
@Eatme: Yes, only "vision", but that pretty much, since AI have to guess your army value every time it didn't scout your base, and specially when you hide unit that it couldn't see.
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
June 24 2011 14:57 GMT
#49
Thanks! The AI looks awesome.
Tsuki.eu
Profile Joined May 2011
Portugal1049 Posts
June 24 2011 15:00 GMT
#50
awsome gj
Lysergic
Profile Joined December 2010
United States355 Posts
Last Edited: 2011-06-25 00:42:12
June 24 2011 20:29 GMT
#51
I published the following maps on NA, search for "GTAI", they're published by Lysergic:

• GTAI 0.87 Xel'Naga Fortress
• GTAI 0.87 Backwater Gulch
• GTAI 0.87 GSL Crevasse
• GTAI 0.87 Gutterhulk
• GTAI 0.87 Shattered Temple
• GTAI 0.87 Tal'darim Altar
• GTAI 0.87 Typhon Peaks


Note: I couldn't find the latest version of Crevasse, unfortunately.

I'd like to publish GTAI versions of Bel'Shir Beach, Crevasse, Crossfire SE, Dual Sight, Tal'Darim Altar, and Terminus SE but can't find any unlocked versions. I would also be able to import the single player version of YABOT to the GSL maps and upload them for everyone.

I'd appreciate it if someone could find out where to download unlocked copies of the GSL maps. (Also looking for iCCup Testbug).
WeedRa
Profile Joined February 2011
Germany815 Posts
June 24 2011 21:39 GMT
#52
Published some maps including the latest version, too (0.87).
Shattered Temple, Xel'Naga, Shakuras, Metalopolis and Tal'darim.

Just search for "Green *mapname* " on EU !

To me it is really challenging and I can only advice it
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
June 25 2011 01:26 GMT
#53
My search doesnt come up with any 0.87 Ais on NA. Can you please check that your maps arent set to private ? Thanks
Flameling
Profile Joined July 2010
United States413 Posts
June 25 2011 01:37 GMT
#54
I'm pretty impressed at how you got the AI to use those forcefields. What are the situations in which the units are commanded to lay them down? Is it random?
Figgy
Profile Joined February 2011
Canada1788 Posts
June 25 2011 01:43 GMT
#55
The ZvP battle was epic. This better be how wars look like in the future!
Bug Fixes Fixed an issue where, when facing a SlayerS terran, completing a hatchery would cause a medivac and 8 marines to randomly spawn nearby and attack it.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-06-25 04:55:07
June 25 2011 04:49 GMT
#56
New Version Green Tea AI 0.87b:
*Adding new strategy for Zerg AI.(Increase to 17 Commander). Type "-lz" to get list of Zerg Commander.
*Focus weakness unit, (Marauder, Immortal will aim for armor unit )
*Fix Roach dancing bug.

*Note:In new version if you see this line:
"Load 'unitdata.xml'. Enough Micro Control"

Then you are loading map correctly and Micro part of AI is enough.
[image loading]

If not, it mean the "unitdata.xml" file is missing and you have to import the map again.
[image loading]


ballasdontcry
Profile Joined January 2011
Canada595 Posts
June 25 2011 06:32 GMT
#57
On June 25 2011 05:29 lysergic wrote:
I published the following maps on NA, search for "GTAI", they're published by Lysergic:

• GTAI 0.87 Xel'Naga Fortress
• GTAI 0.87 Backwater Gulch
• GTAI 0.87 GSL Crevasse
• GTAI 0.87 Gutterhulk
• GTAI 0.87 Shattered Temple
• GTAI 0.87 Tal'darim Altar
• GTAI 0.87 Typhon Peaks


Note: I couldn't find the latest version of Crevasse, unfortunately.

I'd like to publish GTAI versions of Bel'Shir Beach, Crevasse, Crossfire SE, Dual Sight, Tal'Darim Altar, and Terminus SE but can't find any unlocked versions. I would also be able to import the single player version of YABOT to the GSL maps and upload them for everyone.

I'd appreciate it if someone could find out where to download unlocked copies of the GSL maps. (Also looking for iCCup Testbug).

can you add some extra identifier to the map title (like add "lys" or something)? I tried searching GTAI, GTAI 0.87, etc but it's just turning up a load of other junk results (older GTAI versions).
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-06-25 08:01:32
June 25 2011 07:39 GMT
#58
I just played GTAI 0.86 on XelNaga and it played poorly.
It build a gas early on at it's natural expansion, probably because I gas stole his 2nd gas.

It didn't build any zealot (not wall), and jumped straight to a stalker.

My 4 scout zerglings arrived at his base a bit after stalker finished producing. The stalker attacked the extractor I stole gas with, then my zerglings arrived. My zerglings started to attack the stalker, but he ignored them and kept attacking the extractor. I then proceed to kill a bunch of probes with just 4 zerglings because his worker micro was bad. He then build a zealot and built a twilight council even though he was (or could have been) on the verge of death.
Right after my 4 ling scout attack, he must have felt he had the edge and sent out an attacking army of 2 zealots and a stalker (WTF?).

After that, I assume he tried to proxy pylon DT rush, except the probe ran out all alone and built the pylon in a completely open, common path, in front of my army of roaches, and in front of my creep.

The issue is that there seems to be absolutely NO reactive sense in the AI at all. I wouldn't call this an AI, but just a script of events it's ordered to execute, with hardly any actual feedback.

Some of it's actions seem somewhat dumb too... if I send a army of roaches to attack probes, the probes will suicide themselves on the roaches (this is when the protoss had an army)... they didn't actually check the value of the attackers to see whether they'd win or loose. That same behavior made it easy to get kills with zerglings too, since I could focus fire a probe (it wouldn't run away), and then run away before the other probes deal too much damage (this of course has limited effectiveness when its' 4 lings vs 16+ probes though).

I was expecting a much much better AI after over a year of working on it. It feels hardly any different from when it was upgraded pre-SC2's release.
"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
June 25 2011 10:45 GMT
#59
@Xapti: The AI didn't react to stole gas => So the script fail after that.
AI will use worker to defense if there are no army nearby.
About the Proxy Pylon, it can only detect the distance to build the Pylon, but cannot detect "the safe place" that only human can sense it.
I admit that AI has some weakness, but you shouldn't just take advantage of it.
The army system measure in GT 0.86 has some error, the later version fix that.
Mackus
Profile Joined January 2011
England1681 Posts
Last Edited: 2011-06-25 16:57:05
June 25 2011 16:53 GMT
#60
There is no 0.87 on EU atm.

Infact, I can find 2 2v2 maps for the new version. Would be helpful if there were under a proper name so I can find these?
ballasdontcry
Profile Joined January 2011
Canada595 Posts
June 25 2011 17:30 GMT
#61
Is there a guide on how to compile the maps myself?

I'm not sure where I can locate the original ladder (or any other map for that matter) files to open in the map editor so I can add the AI files from the official GTAI site.
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
June 25 2011 18:22 GMT
#62
I find this link, maybe that would be useful.
http://www.filesonic.com/file/586789071/OfficialMaps_04_04_2011.rar
WeedRa
Profile Joined February 2011
Germany815 Posts
June 25 2011 18:36 GMT
#63
On June 26 2011 01:53 Mackus wrote:
There is no 0.87 on EU atm.

Infact, I can find 2 2v2 maps for the new version. Would be helpful if there were under a proper name so I can find these?


I released some Maps including it, just search for "Green *mapname* "
Lysergic
Profile Joined December 2010
United States355 Posts
June 25 2011 19:10 GMT
#64
The 0.87 maps I published were all set to private, I'm republishing them all as Public now. If you search for "GTAI0" the ones I published will be closer to the top.

Updated list:

• GTAI 0.87 Xel'Naga Caverns
• GTAI 0.87 Xel'Naga Fortress
• GTAI 0.87 Backwater Gulch
• GTAI 0.87 GSL Crevasse
• GTAI 0.87 Gutterhulk
• GTAI 0.87 Metalopolis
• GTAI 0.87 Shakuras Plateau
• GTAI 0.87 Shattered Temple
• GTAI 0.87 Tal'darim Altar
• GTAI 0.87 Typhon Peaks


Metalopolis keeps crashing my editor for some reason, so I can't publish it yet.
Piski
Profile Blog Joined April 2010
Finland3461 Posts
June 25 2011 19:12 GMT
#65
Quite impressive indeed. Will help a lot of people, the blizz ai isn't that great
Freeheals
Profile Blog Joined April 2010
United States488 Posts
June 25 2011 22:28 GMT
#66
On June 25 2011 05:29 lysergic wrote:
I published the following maps on NA, search for "GTAI", they're published by Lysergic:

• GTAI 0.87 Xel'Naga Fortress
• GTAI 0.87 Backwater Gulch
• GTAI 0.87 GSL Crevasse
• GTAI 0.87 Gutterhulk
• GTAI 0.87 Shattered Temple
• GTAI 0.87 Tal'darim Altar
• GTAI 0.87 Typhon Peaks

.

You're a hero, man. Can't wait to try this out on NA
http://www.last.fm/user/Rahdek
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-06-26 02:50:18
June 26 2011 02:33 GMT
#67
On June 25 2011 19:45 ptanhkhoa wrote:
@Xapti: The AI didn't react to stole gas => So the script fail after that.
AI will use worker to defense if there are no army nearby.
About the Proxy Pylon, it can only detect the distance to build the Pylon, but cannot detect "the safe place" that only human can sense it.
I admit that AI has some weakness, but you shouldn't just take advantage of it.
The army system measure in GT 0.86 has some error, the later version fix that.
I am aware that it's important to not take advantage of AI.

I play against AI like I play against humans. The fact that the GT AI cannot cope with a gas steal and blizzard's can is a problem; same thing with workers — if there's no nearby army AND the probes' strength is less than the attacker's strength, they should run instead of fight. If there's an army nearby, then I guess it's a matter of choice whether to fight or not.

As far as I know, the gas steal did not make the script fail at all (by my definition of fail). It just made the build order programmed into the script less viable. I guess it messed up the stalker, but that's maybe something in the programming to prioritize proxied buildings or something? In situations like that, the AI should perhaps change it's build (although it doesn't have to). The gas was not being mined by probes as far as I know (I should maybe double check, I might be wrong), so I don't think it messed things up in that sense.

With regards to the proxy pylon... I recommend it should not be programed to execute a proxy pylon, if it cannot figure out safe area to put them (or if it's safe to attempt a proxy in the first place, which is more complicated) AND doesn't have an army to defend it. For instance, if it was a 4 warp-gate proxy pylon, it would be fine (and not need to be hidden) because there will be an army to protect it. However when the AI has little to no army, it should NEVER attempt a proxy pylon (as long as it can't figure out what places are safe to put them, and how to get to those spots safely without being spotted)

I don't mind AI's having weaknesses, such as not noticing un-advantageous attack positions (a major problem in custom brood war AIs that used BWAPI), or not being able to cope with wall-ins (which can be handled better in SC2, but still I don't necessarily expect it to be handled yet) or other things, but if the AI's weakness is that It plays completely blind (I know it has SOME feedback, fallback measures, and other stuff, more than I'd think, even I suppose) or close to it, that is not acceptable. An AI should be adaptive, and predicting—
• Opponent's zerg? get some zealots to start with early on, not a stalker
• Scouted (or maphack spotted) a roach warren (and/or more-so roaches)? cut zealot production, buff stalker production, build robotics facility or stargate.
• Got gas stolen? switch to a low gas build, or if running a low gas build, ensure one doesn't switch to a high gas build. Two good builds being fast expand or 4 gate timing attack.

I am saying these things for 2 reasons:
1. I really want AI to be good in SC2
2. I high high expectations for Green Tea AI considering SOME (I know terrain obstacles is hard to deal with from what I understand) of the great features of SC2 editor/AI. Another reason for the expectations, is because within the first 1- 2 months of the AI being made... it had really excellent improvements and big changes. Extrapolating that period of time to the present, the development just seems terribly slower and/or less pronounced.
"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!"
Ownos
Profile Joined July 2010
United States2147 Posts
June 26 2011 02:57 GMT
#68
A cheating AI? We already have this.
...deeper and deeper into the bowels of El Diablo
AxelTVx
Profile Joined May 2010
Canada916 Posts
June 26 2011 02:59 GMT
#69
This is so sick, hopefully there are no bugs! :D
Axel 145 Masters Protoss
Cyanocyst
Profile Joined October 2010
2222 Posts
June 26 2011 03:11 GMT
#70
Was using Yabot the other day. And the AI proxyed a expansion that i didnt scout....

|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
June 26 2011 16:29 GMT
#71
Next version will implement some record build order system, so you can make the AI do what strategy you want.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2011-06-26 18:06:02
June 26 2011 18:05 GMT
#72
I hate how both toss and terran AI tend to go Battlecruisers and Carriers as soon as they know you got bad/worse AA. That is so wrong. Terran will ignore making tanks and will make BCs vs Zerg?!?!
Toss likes to make Carriers vs Terran that goes mech but does not make Vikings early. But does not stop making carriers once you do get plenty of vikings.

Is there a way to turn off the Wall zone thing?
Xapti
Profile Joined April 2010
Canada2473 Posts
June 26 2011 23:00 GMT
#73
• Select commander doesn't seem to be working right. the chat text is cleared, but there's no other feedback acknowledging that the AI switched, nor does their build seem to change.

• Restart doesn't seem to work either, although I don't know what it's supposed to do (difference between quick restart and restart?)

• Wall-zone is implemented really poorly. If you're going to put effort into making locations, you might as well tell the AI the coordinates to build their buildings so that they can wall on their own. Otherwise, AT MINIMUM make a "force field" blocker that only lets their units move in and out, not the opponents'. Even just a instantly move units to location would work better, or even just force order units to move back.
The location of the wall zone is also poor. Protosses cannot wall ON a ramp (unless they built like 3 zealots), they can only wall above one, so it's stupid that units will die as soon as they move on the ramp, as opposed to going or square past the ramp.
"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!"
Dibond
Profile Joined May 2011
United States19 Posts
June 27 2011 00:42 GMT
#74
So, about what level is this AI considered to be similar to on medium difficulty? ( in terms of ladder rank; gold, diamond, plat, etc.) Because I cannot beat this thing on medium or even easy The micro is even more insane than I've seen any pros do even on easy difficulty. I don't play much 1v1 as it is and I'm in the gold league, but I'm just curious as to what level the AI is considered to be playing on.
Lysergic
Profile Joined December 2010
United States355 Posts
June 27 2011 01:32 GMT
#75
I've published more maps to NA. Search for "87b" to easily find them all.
GTAI 0.87b Mapname, publisher: Lysergic.

• GSL Bel'Shir Beach
• GSL Crevasse
• GSL Crossfire SE
• GSL Dual Sight
• GSL Terminus SE
• GSL Xel'Naga Fortress
• iCCup Testbug
• Shattered Temple
(MLG version)
• Tal'darim Altar LE (removed rocks from third expo)

These will be updated to GTAI 0.87b and uploaded soon:
• Backwater Gulch
• Metalopolis
(MLG version)
• Shakuras Plateau
• Typhon Peaks
• Xel'Naga Caverns


I could also add a couple 2v2 maps if there are any requests.

Suggestions to OP:
•Half the time you face the Zerg AI, it does some sort of 1 base rush/cheese - there's not enough macro builds. I think you should remove the Drone Rush and 7 Pool Commanders. (Also, the frequency of BCs and Carriers are annoying too.)

•Select Commander isn't working as far as I know. I think you should make the game restart when you select a commander, so the ai will be able to follow its new build correctly.

•Very Easy AI doesn't seem to do anything - I only tried a couple times but they just made a few workers and nothing else.

•Restart does nothing, Quick Restart works though - it would be nice if you could implement a game clock reset with it.
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
June 27 2011 01:33 GMT
#76
On June 27 2011 09:42 Dibond wrote:
So, about what level is this AI considered to be similar to on medium difficulty? ( in terms of ladder rank; gold, diamond, plat, etc.) Because I cannot beat this thing on medium or even easy The micro is even more insane than I've seen any pros do even on easy difficulty. I don't play much 1v1 as it is and I'm in the gold league, but I'm just curious as to what level the AI is considered to be playing on.

Diamond if you play against it properly. As in not being annoying with scout/gas steals and doing early pushes against it and not abusing the ai in general. It macros quite well but if you defeat its push and counterattack it will lose, so dont counterattack . I strongly recommend not attacking the ai for the first 10 minutes or so of the game so it can build up its army and economy. It makes for a much better challenge.
CptFlowers
Profile Joined February 2011
United States30 Posts
Last Edited: 2011-06-27 04:13:29
June 27 2011 04:07 GMT
#77
this AI is tough! i am low diamond and have problems beating it on medium.

but i just want to point one problem i have noticed, the ai will ignore probes and focus down my nexus which is not what a real player would do. Especially if my warpgates are not disabled and my army is not all dead.
D:
Agro_Z
Profile Joined April 2008
United States138 Posts
June 27 2011 04:56 GMT
#78
Something extremely strange happened today on Shakuras Plateau, PvT. I pressure with a probe, 2 zealots, and a stalker, but when I get halfway up the AI's ramp two of my zealots INSTANTLY evaporate at the same time as if his marines started doing 100 damage. He had a bunker up, so yes, I would have lost that engagement, but it was the rate at which my zealots died that seemed odd.

Happens at about 5:20
[image loading]
"Don't put things off, put them over" - fortune cookie
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
Last Edited: 2011-06-27 05:28:46
June 27 2011 05:26 GMT
#79
The select commander work for me, when you see the line:
" [Blue] Select Commander xx " then you're doing right way.
" [Blue] Select Random ", that you must do something wrong.
it can work only with the first 10 seconds.

http://www.youtube.com/watch?v=MCKs1hFhOEc
Watch from 0 : 7 to 0 : 12.

ptanhkhoa, I think you should add this in your first page, so people won't confuse.
Lysergic
Profile Joined December 2010
United States355 Posts
June 27 2011 19:41 GMT
#80
Yeah I was thinking the Select Commander might not of been working for me because I wasn't doing it early enough. Having to do it within the first 10 game seconds (7 real seconds) isn't enough time to do all this:

-Make a Drone
-Split workers
-Overlord scout
-Control Group Hatchery/Overlord
-Set rally points
-Read the list of Commanders "-lp"
-Select Commander "-se x y"

That's why I suggested the OP to implement a map restart when you select a Commander. This would make the map more like YABOT (you can choose a new build for the AI and restart the map). I think the game clock should reset too.

It'll give you enough time to choose a build. It'll let you restart the map whenever (if you're about to win or lose, if you mess up, or if you don't like the Commander picked, etc).
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-06-27 20:29:22
June 27 2011 20:27 GMT
#81
On June 27 2011 10:32 lysergic wrote:
•Half the time you face the Zerg AI, it does some sort of 1 base rush/cheese - there's not enough macro builds. I think you should remove the Drone Rush and 7 Pool Commanders. (Also, the frequency of BCs and Carriers are annoying too.)

Regardless of zerg... I would say that ALL the races have too many commanders. Commanders like protoss cannon rush is TERRIBLE because AIs do not know how to cannon rush.
The list of random commanders which are chosen automatically should be made much more lean.

If people want to choose a specific commander that it doesn't normally choose from, that's fine, but many of these commanders should NEVER execute automatically. At the minimum they should execute much less than other commanders. More is not always better. Quantity ≠ quality.

One of the biggest issues with commanders though is with regards to not accounting for the opponent's race & build-order. commanders should be selected based off the opponents race (Don't cannon rush a terran, although like i said before, they shouldn't cannon rush at all). For an "AI" to actually be an AI, it needs to have intelligence. Intelligence consists of the knowledge of countering different things, and the ability to see such things (feedback).
"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!"
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-06-28 04:39:12
June 28 2011 04:32 GMT
#82
I just played another game against it and it moves out with 2 phoenix, a sentry (or two) and 2 zealot.

As if that wasn't bad enough, it also didn't even used graviton beam except for once later on, which was on my LARVA.

As if that wasn't bad enough, it seems like most builds the AI runs it gets a robotics facility for some stupid reason... (apparently it transitions to immortal later which I guess is fine, but robo bay was a bit early to get) it doesn't even use the robo bay I find. Both this phoenix attack, as well as "2 gate expand" get a robo bay and don't even use it. It's especially strange with the "2 gate expand" build which goes 2 gate robo, then might attack or just sit on it's ass, THEN expand at like the 8 minute mark (really late for a 2 gate expand).

The 2 gate expand build needs to be modified, and the weird-ass phoenix build with robo should probably be removed (assuming there isn't a build that gets voidray+phoenix instead already, otherwise switch it to that).

Overall this is the problem with most of the commanders... It's just quantity over quality. There may be a bunch of commanders but they run trashy builds and/or are not executed well (I saw one game where toss got 3 bases and intentionally decided not to mine gas, preferring mostly mass zealot (which obviously got stomped).
"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!"
thisisSSK
Profile Joined August 2010
United States179 Posts
June 28 2011 04:56 GMT
#83
yea terran is OK but zerg ai is terrible. Half the time it does a 1 base all-in with no transition. sometimes itll make 2 spawning pools and an inbase hatch...
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
June 28 2011 05:00 GMT
#84
@Xapti: The programmer take a good jobs in making AI that far better than the original Blizzard AI. If you find that you are a real strategist, why don't you make and AI by yourself if you thinking of making AI is easy.
I understand it take him much time to develop this excellent program, but he need time to do other thing. Instead of complaining , you should support him. At least by action, there is a 9 combination in SC2 Z/P/T vs Z/P/T, so for each combination, let say 6 strategies, then 54 strategies is required. Do you have time to making this list by yourself and send to him ? No, I assume.

@Ptanhkhoa: Thanks for the great AI, but could you set the choosing time a little longer, for me 10s is too short. 15s is good enough.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
June 28 2011 14:18 GMT
#85
On June 28 2011 04:41 lysergic wrote:
Yeah I was thinking the Select Commander might not of been working for me because I wasn't doing it early enough. Having to do it within the first 10 game seconds (7 real seconds) isn't enough time to do all this:

-Make a Drone
-Split workers
-Overlord scout
-Control Group Hatchery/Overlord
-Set rally points
-Read the list of Commanders "-lp"
-Select Commander "-se x y"

That's why I suggested the OP to implement a map restart when you select a Commander. This would make the map more like YABOT (you can choose a new build for the AI and restart the map). I think the game clock should reset too.

It'll give you enough time to choose a build. It'll let you restart the map whenever (if you're about to win or lose, if you mess up, or if you don't like the Commander picked, etc).


I can do this. but it will mess up with the GT opening code. So I can increase the time to 15 seconds. I think that a reasonable time before the first drone is build, otherwise it will messed up with some build order. Also, when you time "-lp" at the begining, the gamespeed will reset to "Slower" give you more free time.

I update to GT AI 0.88 version which give more detail descriptions, also adding "-nc" (no cheese) command that cross out the cheese strategy from Commander list. Thanks for uploading map on the US Server ^_^.

@Xapti: Sorry, my time to develop on this project is very limited ^^. Your idea is very good, but thinking that instead of developing the strategy by my self, i will make the AI that can actually learn your BO xD, so the more you play, the AI will be better.

@ thisisSSK : Zerg AI has balance strategy between Rush and Expand, so do some more match, or in the GT AI 0.88 version, you can type "-nc" to cross out the "cheese" strategy (6pool, 7pool,... ) , so i will use more standard "2 base" opening.

@Ptanhkhoa: Try new GT AI 0.88, just increase the time to 15 seconds. Also you should using with "-lz", "-lp", "-lt" command to set the game speed to "Slower" and give you more time. After typing "-select x y" the game will be "Faster" again.

Regard.
Ptanhkhoa.

Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-06-29 06:50:07
June 29 2011 06:45 GMT
#86
On June 28 2011 14:00 alonestar_ak wrote:
@Xapti: The programmer take a good jobs in making AI that far better than the original Blizzard AI. If you find that you are a real strategist, why don't you make and AI by yourself if you thinking of making AI is easy.

First of all, if I knew 1 year ago that in 1 years time, starcraft 2 would have only one (and a half) melee AI (as far as I know at least), made by mostly just 1 person with quite limited time, I would have actually dedicated a lot of time to learn about it, if not work on it myself. However, I did not expect this future, and actions are best done according to predictions and plans.
The major lack of SC2 AI developers has utterly surprised me. I thought many Starcraft 1 people would move to it, as well as a whole bunch of other people who want to innovate, help the SC community, learn things, program, get famous, etc.

Secondly, Criticism is one of the the best forms of support, as that is how it can be improved. I specifically posted in a previous post that I care about this AI and want it to get better (among other things).

Lastly, Blizzard's Very Hard AI is better than some of these commanders (Blizzard AI is also programmed based off no strong metagame, and before a bunch of nerfs and buffs, such as reaper and roach). One of the biggest issues is that the AI has too many bad build orders, or just completely bad builds/strategies (cannon rush).
"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!"
LookNaph
Profile Joined August 2010
Canada59 Posts
June 29 2011 13:17 GMT
#87
I wonder if you can implement MMM kiting? Most of the time the Terran army just splits up individually as the zealots chase marauders down, reducing dps time and thus gets annihilated. If the terran bioball would just clump up and stim+run the zealots will never be able to catch up.
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-06-30 08:16:19
June 30 2011 04:59 GMT
#88
On June 29 2011 22:17 LookNaph wrote:
I wonder if you can implement MMM kiting? Most of the time the Terran army just splits up individually as the zealots chase marauders down, reducing dps time and thus gets annihilated. If the terran bioball would just clump up and stim+run the zealots will never be able to catch up.
While I have thought of the same thing, I think it might be rather difficult to implement.

The easier thing to deal with that you somewhat bring up though, is changing shooting time before moving for stutter-stepping. Marines have an extremely fast move delay after attacking, which makes them very effective at stutter-stepping, but the AI doesn't seem to take most advantage of it (although I can't specifically remember for certain).


Oh, and a serous problem/bug I noticed, is at least sometimes the AI (at least terran) will not rebuild their expansion if it got killed. In fact after taking their 4th position expo around or after the 3rd died, they never took any additional base, not the 3rd, not the gold, or any other, even when in a situation to do so, and in a situation with low money. Another time I saw protoss build 2 nexus at 3rd expansion for some reason... I'm thinking it might have been intended for the gold, but it was on the wrong side of the cliffs .

I find the AI is very bad with managing their money that way... they just try to expand a lot while pumping units, never being more defensive or careful if they are about to run out of money, granted I don't think this sort of thing is much of a priority, mostly just rebuilding expos is important.

Another small issue is that AI attacks neural parasited units a bit. While that might not be an issue in itself, when it wears off, they will continue attacking it, even chasing it. Not sure if it eventually stops, or if it kills the unit entirely.
"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!"
HentaiPrime
Profile Joined December 2010
Canada85 Posts
June 30 2011 05:03 GMT
#89
you guys know you can just copy & paste the "-se 2 8" command right?
┻━━━┻ ︵ ¯\_(ツ)_/¯¯\_(ツ)_/¯¯\_(ツ)_/¯ ︵ ▄▄▄︵ ҉‭‭‭˙ (╯°o°)╯
Siretu
Profile Blog Joined April 2010
151 Posts
Last Edited: 2011-06-30 06:48:49
June 30 2011 06:41 GMT
#90
On June 28 2011 14:00 alonestar_ak wrote:
@Xapti: The programmer take a good jobs in making AI that far better than the original Blizzard AI. If you find that you are a real strategist, why don't you make and AI by yourself if you thinking of making AI is easy.
I understand it take him much time to develop this excellent program, but he need time to do other thing. Instead of complaining , you should support him. At least by action, there is a 9 combination in SC2 Z/P/T vs Z/P/T, so for each combination, let say 6 strategies, then 54 strategies is required. Do you have time to making this list by yourself and send to him ? No, I assume.



His post is filled with more constructive critisicm than yours. If the OP wants feedback, this post would be extremely useful.

To the OP, Good work but I am not that impressed so far. I will write up a more descriptive post when I get home.

Still, keep up the work.

Asha
Profile Blog Joined November 2010
United Kingdom38256 Posts
Last Edited: 2011-06-30 12:36:02
June 30 2011 12:35 GMT
#91
Awesome work on this, had some fun messing around with a few new builds though I'll confess I'm far too slow to manage a decent commander selection at the beginning. I find some AI builds provide for far better games than others for whatever reasons, like with some openings the AI follows up properly and others it doesn't or something ^^

It's got some sick burrowed Roach micro lol, watching a replay and it's doing 1.3k apm during a big battle heh.
LookNaph
Profile Joined August 2010
Canada59 Posts
June 30 2011 13:32 GMT
#92
Issues with Zerg AI (medium difficulty):

- After blocking the hatchery with a probe, the drone doesn't retry putting down the hatch until after several minutes.

- the zerg does not optimize drone and army production, in that the AI makes drones as well as army units simultaneously.

- the zerg does not like to keep up with expansions.

- needs to attempt zergling runbys instead of directly engaging army units



I understand the difficulties of implementing improvements to these issues, but I'll just put them out there in case you have any ideas

Also, perhaps the AI can determine engagement concavity in order to decide whether to retreat or to attack?

Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
Polymath
Profile Joined June 2011
United States18 Posts
June 30 2011 18:21 GMT
#93
Glad to see work continues on GT AI Definitely excellent macro practice for lower level players like myself.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
June 30 2011 23:24 GMT
#94
There are many things need to improve, but first, i modify the AI Micro a little bit: make all unit move to the same direction, using vector system instead of spiting unit in all direction. Also adding Order Build Recording, so you can make AI do better Opening. After implement the build order, i think of making AI doing general AI scripts that can counter every race, but it will take more time and tester for developing

thisisSSK
Profile Joined August 2010
United States179 Posts
July 01 2011 01:15 GMT
#95
On July 01 2011 08:24 ptanhkhoa wrote:
There are many things need to improve, but first, i modify the AI Micro a little bit: make all unit move to the same direction, using vector system instead of spiting unit in all direction. Also adding Order Build Recording, so you can make AI do better Opening. After implement the build order, i think of making AI doing general AI scripts that can counter every race, but it will take more time and tester for developing

http://www.youtube.com/watch?v=WNxog5KiS5k



Excellent! This AI is getting more and more advanced and better too. Couple flaws I'd still like to point out:
-The Build Recording system is awesome, but it also means that you have to play other races and then perfectly execute the build you want the cpu to learn. This sounds like an incredible hassle to me, so I suggest some kind of way to edit/import BO's like YABOT. Honestly I like this GTAI much better than YABOT because its so much more advanced ^_^

-This is just a minor critique: the micro of the computer might be TOO good. I don't know if theres a fix for this but if so, it might be better to actually lower the micro level because it becomes too inhuman and unrealistic.

-I haven't tried it on the new version but from what I remember the -qr and especially the -re were broken on some maps

Thats it! Again, I commend you on your hard work and dedication Please keep at it!
skeldark
Profile Joined April 2010
Germany2223 Posts
July 01 2011 04:30 GMT
#96
1) awesome work.
Big thanks for this.

2) like lysergic already said there are to many strange commanders in the pool.
i think its better to pick a random commander out of a smaller pool and let the other in for direct selection.
Save gaming: kill esport
AndAgain
Profile Joined November 2010
United States2621 Posts
July 01 2011 04:46 GMT
#97
Tbh, this isn't very useful for practice purposes. The fact that the AI has an income cheat ends up encouraging you to over produce units. I've picked up this bad habit back when I used to practice against the regular insane AI.
All your teeth should fall out and hair should grow in their place!
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-07-01 04:58:30
July 01 2011 04:54 GMT
#98
@AndAgain: Ofcourse, that is your choice for more challenge you play at harder difficulty. But from Medium below, AI have no minerals cheating.
@ thisisSSK: Well, i will think of adding a manually adding BO, beside playing and Recording.
@ skeldark: yeah, when I think I get up the data recording from pro tester, I will replace the old BO with the new professional BO.
Lobber
Profile Joined August 2010
Canada414 Posts
July 01 2011 07:25 GMT
#99
I spent about an hour trying to beat a very hard in a PvT on metal... (playing standard...) I'm close, but it's a bitch...
You are not your APM, you are not you ladder ranking.
MuseMike
Profile Joined March 2011
United States1339 Posts
July 01 2011 07:26 GMT
#100
Thanks for your hard work, I love this AI. Been playing it since the drop hack fiasco
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.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-07-04 07:32:17
July 04 2011 07:26 GMT
#121
On July 03 2011 16:18 alonestar_ak wrote:
Show nested quote +
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.
How can you say it's not true that the BW AI was a finite-yet-significantly superior to him (since I'm sure you understand that he used a hyperbole)? He was not saying that SC2 AI sucks and BW didn't.

What he seems to be saying is that he sucks (at both SC1 and SC2), and wants much easier versions of GTAI. Even though I'm aware that you probably do not specifically desire an easier mode for GTAI, I don't think you wish to disallow such a thing to occur for them.

that said,
On July 03 2011 08:53 cekkmt wrote:
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
What the heck did he/you mean by this?
"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!"
Erythro73
Profile Joined March 2011
Canada18 Posts
Last Edited: 2011-07-05 16:33:40
July 05 2011 16:30 GMT
#122
Is it possible to have it updated on the NA server? I love using 0.86, but I would like the up-to-date version. Thank you for this great tool! Love it.

I'm watching this thread carefully!
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-07-07 06:03:53
July 07 2011 06:02 GMT
#123
On July 02 2011 18:58 Siretu wrote:
* 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?


- I coded in galaxy file.
- The built-in AI commands is not enough for creating AI, so I creating my own function and variables that can be more useful. You can find these on the GT AI core folder.
- Most of action in game used by the Casting system ( AICast function ),

These new features included in the GT AI 0.92 version:

_ Creating your own strategy and add in to AI. Also you can upload and share these new strategies with your friends.
=> The AI basically is not strong enough, but as you improved it, the AI will be a lot better with your Strategies.



alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
July 07 2011 15:28 GMT
#124
This AI keep getting better, thanks for your great work.
ElusoryX
Profile Blog Joined December 2010
Singapore2047 Posts
July 07 2011 15:31 GMT
#125
i've lost to this ai :/ i'm diamond level lol. lost to some thor play when i'm toss. shameful am i D:
xd
bruteMax
Profile Joined October 2010
Canada339 Posts
July 07 2011 15:47 GMT
#126
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.


Pretty much everything here I agree with.

Easy and Medium should both not have vision, and income cheats should be independent of difficulty setting (eg. make it something that can be toggled: "-ic 20" for a 20% income cheat).
I'm the benevolent dictator you've been looking for.
Atlas_550
Profile Blog Joined September 2010
United States180 Posts
July 07 2011 16:59 GMT
#127
I will be testing out this AI later after work. With my internet being in terrible shape it should give me some nice practice.


PS. What is the song that plays in the micro video? It sounds like a song from an anime series, but I would like to know what it's name and composer are
chip789
Profile Joined June 2010
Canada199 Posts
July 07 2011 19:12 GMT
#128
Hey man I am a big fan of this a.i and most people I've shown have been blown away! I agree with some statements about no map hacks and money cheats. I am wondering though, I downloaded the recent version I think 0.89 on crevasse? and about 10 .87 and every time the game starts in the text on the left one of the lines says. Cannot find unitdata.xml (a.i Micro disabled) I'm not sure why it does this, the a.i is still sick. But roaches don't micro or or marines don't split like on the video. Is there something extra I am supposed to download?
Dude....I love Starcraft.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-07-08 04:59:38
July 08 2011 04:58 GMT
#129
@chip789: Because these map missing the Unitdata.xml file.
You can watch this video to see proper method to import the AI Script into map:

Then you can test it by pressing Ctrl + F9 in SC2 Editor or uploaded on Bnet by yourself.

I will thinking of modify the difficulty, but you can see that on the Hard level or above, AI don't get any bonus at the beginning (except Insane AI), So it still use the standard opening and you won't feel much different compare with Medium AI until 10 minutes after.
Atlas_550
Profile Blog Joined September 2010
United States180 Posts
July 08 2011 05:10 GMT
#130
Alright so I was messing with this today and found that the AI macro's well, but doesn't respond well to typical muta harrass.

Basically it allowed me to take out all of it's production without ever moving marines to defend. I almost thought it was just gonna go counter attack since in the middle of my harrass he moved out toward my base, but then it just ran back. Seemed very indecisive.

I don't know if you can program the ai to react correctly to Muta harrass though, when not in combat or moving seige tanks should seige at tthe front of base and marines should go chase off the mutas. I basically won the game off of doing typical muta harrass and that's it. :O

(PS. Would still like to know what the first song in the micro video is)
chip789
Profile Joined June 2010
Canada199 Posts
July 08 2011 05:22 GMT
#131
Thanks ptanhkhoa though I haven't even touched the map editor yet....I've encountered this on every single GT AI map iv downloaded on bnet on north american servers...does that mean NA doesn't have a legit working Green Tea map? Cause I've searched hundred times for every GT AI map and all of them do the UnitData.xml error, I guess since I do care for this a.i I will follow your instructions and load them onto bnet. Perhaps someone with more experience could also assist?
Dude....I love Starcraft.
Atlas_550
Profile Blog Joined September 2010
United States180 Posts
July 08 2011 05:27 GMT
#132
On July 08 2011 14:22 chip789 wrote:
Thanks ptanhkhoa though I haven't even touched the map editor yet....I've encountered this on every single GT AI map iv downloaded on bnet on north american servers...does that mean NA doesn't have a legit working Green Tea map? Cause I've searched hundred times for every GT AI map and all of them do the UnitData.xml error, I guess since I do care for this a.i I will follow your instructions and load them onto bnet. Perhaps someone with more experience could also assist?


I actually didn't get that error in the Shattered Temple .9 one I downloaded that Antman put up.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-07-08 16:34:29
July 08 2011 10:53 GMT
#133
@Atlas_950: It seems that map missing some defend function (some of beta version). I just tested Terran AI vs Mutalisk harass and i see it used Marine to defense base.



The song in the Micro video is remix version of original classical music: Beethoven's Virus and Pachelbel's Canon.
Lutto
Profile Joined September 2009
Sweden198 Posts
July 08 2011 11:34 GMT
#134
I tried to do a fast 2 colus timing attack in pvp vs a hard protoss.....

he had mothership and carriers and 2 expos when i got to his base.....
Lutto @ Battlenet
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
Last Edited: 2011-07-08 17:08:11
July 08 2011 17:06 GMT
#135
On July 08 2011 20:34 Lutto wrote:
I tried to do a fast 2 colus timing attack in pvp vs a hard protoss.....

he had mothership and carriers and 2 expos when i got to his base.....


the Hard difficulty has some income advantage, for standard play, you should used Medium AI that has the same income as player.
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
July 08 2011 17:24 GMT
#136
I noticed while playing against the 0.9 version AI; the AI attempted to repair its hellions after a battle, but they set off across the map to attack again with the SCVs in hot pursuit!

Could you set it so that units being repaired are immobile unless being attacked?
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
July 08 2011 17:52 GMT
#137
Can't find "GTAI 0.92" as you wrote.
Who's the uploader of the map on EU, so I can find the correct maps?
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-07-09 13:27:23
July 09 2011 03:38 GMT
#138
@darkness: the uploader is Nexxy. One's of my scripting partner.
@iHirO: I see, I will add the function to stop the units being repaired from moving in the next update.

A fun match of Terran vs Protoss Green Tea AI in Medium difficulty.
chip789
Profile Joined June 2010
Canada199 Posts
July 09 2011 20:07 GMT
#139
On Na Server, what is the title and author of the most up to date Green tea Ai Map? Latest and best working one I've found is 0.92 on Crevasse. Still does UntData.xml error though.
Dude....I love Starcraft.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-07-10 00:53:13
July 09 2011 23:59 GMT
#140
I think the terran 1 rax expand build should be thrown out, or at minimum modified. AI is just not properly build to be able to execute the build.

It built only 1 marine, build command center before bunker, and build a gas after barracks, all of which are terribly stupid things to do (although the late bunker is fine IF the opponent has no attacking units)


What's just as crazy, is the next game I played, terran seems to do the same build, except because I had some zerglings outside of the main, he suidiced his marine and a bunch of scvs.
The weird part is that the AI then said "Atlanta: Want to play again, please?" or something like that. This is weird for 3 reasons: 1. It gave up because it couldn't fast expand, even though I didn't enter his main and threaten it in any way (aside from denying expansion). 2. I haven't seen a commander reveal their name for ages... (in fact never in these later versions) 3. Atlanta is a mixed-ground unit commander, not a fast expand commander... why would it run 1 rax gas expand?

Another time I played terran, it just stopped producing most stuff, if not everything, after a certain period of time (I looked at the end-game score screen that there was just an ass-load more unspent resources than me, when normally I would have like 5 times more unspent than them. I don't know what caused the problem though.

Lastly, the AI doesn't seem to respond well against expansion blocking (pylon, depot, creep, burrowed), although it's hard to say. Definitely has huge problems deal with gas steal. Sometimes it seems to act strange on it's own though regardless of (without) blocking stuff.

On July 10 2011 05:07 chip789 wrote:
On Na Server, what is the title and author of the most up to date Green tea Ai Map? Latest and best working one I've found is 0.92 on Crevasse. Still does UntData.xml error though.

If you don't want build order recording feature, I think 0.87b is a good version to use- the uploaded 87b maps by lysergic don't have the micro problem. Otherwise, you should download the green tea AI yourself, follow the instruction to apply it to any map, and play via the map editor, or even upload it to battle.net.
"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 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:
http://www.youtube.com/watch?v=yWWBO6zuY78
"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!"
Ssoulle
Profile Blog Joined September 2010
United Kingdom149 Posts
Last Edited: 2011-07-16 22:33:46
July 16 2011 22:25 GMT
#161
Can we have an option to remove Wall Zone ? My only personal issue with this AI.

Edit: Just seen command in latest version Ignore

This AI is awesome.
O.o
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
July 18 2011 14:47 GMT
#162
On July 17 2011 07:25 Ssoulle wrote:
Can we have an option to remove Wall Zone ? My only personal issue with this AI.

Edit: Just seen command in latest version Ignore

This AI is awesome.


In the new version, I think 0.92 or above, there is a command -notwall that can disable AI Wall Zone.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 19 2011 15:24 GMT
#163
Updated new version : GT AI 0.98. The Hard AI now get normal resources like Medium AI, but with better attacking decision and faster upgrading.
bruteMax
Profile Joined October 2010
Canada339 Posts
July 20 2011 13:09 GMT
#164
v0.98 sounds awesome! Hope the maps get onto NA servers. TY ptanhkhoa.
I'm the benevolent dictator you've been looking for.
GreEny K
Profile Joined February 2008
Germany7312 Posts
July 20 2011 13:18 GMT
#165
Best one yet, good job!
Why would you ever choose failure, when success is an option.
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
July 20 2011 13:43 GMT
#166
shoulda shown the APM screen - was crazy when the marines were vsing zealots
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 24 2011 10:29 GMT
#167
GT AI now updated to version 0.99

_ A lot of Micro improvement :
+ Viking now only land ground when there are no air unit near by.
+ Hellion will stop running when being repaired.
+ Stalker will not hit and run again Bunker and focus on Armor unit.
+ When Infestor close to Die, it will generate the Infested Terran before dying.

_ Adding and improve some commander:
+ Changed Hera to faster 4 Warpgate build.
+ Adding 2 new Macro Style Terran Commander.
+ Fixing Zerg Commander

_ Improve the upgrade timing :
+ Adding more upgrade building ( EngineerBay, Armory, Forge ).
+ Upgrade timing faster. Expect +3 attacks, +3 defense units in late game. ( But AI will stop upgrade when low on unit number )

_ And various bug fixing...,
* Have fun.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
July 24 2011 11:26 GMT
#168
Where can I play the 0.99 version? I dont see it in bnet EU
Thanks again for this awesomeness
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
MrGreyness
Profile Joined March 2010
Australia35 Posts
July 25 2011 08:31 GMT
#169
For GTAI 0.99, how exactly does it cheat? I know it gets instant upgrades sometimes such as blink/charge/marine shield etc. but does it cheat in any other way? I know it doesn't resource cheat.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2011-07-25 09:02:21
July 25 2011 08:54 GMT
#170
I find myself playing against easy Ai all the time because that one does not have map vision, does not see my unit compositions (I play Zerg) and does not build Battlecruisers/Carriers all the time to exploit my "seeming" lack of antiair (I play ling/infestor style). Or when Terran decided to build mass banshee the whole game.

Is there a way to turn off map vision manually? Or finally forbid them to build units nobody builds in a serious game?!!?!
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 25 2011 16:45 GMT
#171
GT AI 0.99A:
_ New select screen: using "-se" command, the selection screen will appear. Game Paused until close the selection screen. So take your time xD.

Terran Commander Screen.
[image loading]

Protoss Commander Screen
[image loading]

Zerg Commander Screen
[image loading]

Some option moved into GT Option panel. Open by "-op" command.
[image loading]
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
July 25 2011 16:49 GMT
#172
Just want to add in here my thanks. Using this to improve my mechanics, which it does help a lot. So yeah <3
SLTR.Maverick
Profile Joined June 2011
Canada142 Posts
July 25 2011 16:50 GMT
#173
I have never really used bots for training but this may make me start. Looks awesome. I'll definitely try it out :D
[S]laughter Gaming
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
July 26 2011 11:47 GMT
#174
Why is there no updated links to dl 0.99? Also US server is down so I can't go in and play it there if it was uploaded...
Die tomorrow - Live today
thisisSSK
Profile Joined August 2010
United States179 Posts
July 26 2011 12:22 GMT
#175
still looking for a fix of -qr and -re
Snaphoo
Profile Joined July 2010
United States614 Posts
July 26 2011 12:24 GMT
#176
I would be very grateful is someone would upload the 0.99 AI, this is a phenomenal AI to practice against.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
July 26 2011 12:53 GMT
#177
Now, I would just kill if it was possible to choose different difficulty settings after we start the game:
1. How smart is the AI
2. How much extra resources it gets
3. Whole map vision ON or OFF

Then we could craft each game to our liking
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
July 26 2011 17:35 GMT
#178
Is this 0.99A version uploaded to EU server? How do I find it? entering GTAI into search comes will lots of useless results uploaded by different people whose names are not ptanhkhoa
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 27 2011 16:10 GMT
#179
@Arachangel: The Uploader is Nexxy. You has a good idea, i will try something with it .
Snoman
Profile Joined December 2010
Canada191 Posts
July 27 2011 17:00 GMT
#180
Thanks for all the time and effort you're putting into this ptanhkhoa!! This stuff is pretty friggin awesome what you've been able to do here.

Much love!
Drones, Probes & SCVs: A mini documentary on the work behind ESPORTS. http://youtu.be/vNlu-K0rAxs
LookNaph
Profile Joined August 2010
Canada59 Posts
July 27 2011 17:31 GMT
#181
Hey ptanhkhoa, just wanna let you know that the new version's Commander selection UI is an awesome feature and that I'm loving it!

Are there any plans to limit the AI's APM (to, say 1000) and still do equally well in order to put less stress on the CPU?
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
holynorth
Profile Blog Joined August 2010
United States590 Posts
July 27 2011 17:33 GMT
#182
I got the crap beat out of me in a TvT but still got promoted to masters.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 28 2011 10:55 GMT
#183
New version GT 0.99B will reduce AI APM, and increase CPU Performance, as well as the Start Menu Screen. So you won't need to type any thing, so won't interrupt your opening.

The Start Menu will popup at the start but to view AI vs AI as observer mode, click view as one player and you will see the GT Start Menu:
[image loading]

Changelog:
GT 0.99B:
_ Drop FPS bug fixed.
_ Instead of typing "-se". The Game will let you select 3 Game Mode at the beginning:
+ Play Random Commander
+ Play Selected Commander.
+ Play Last-Selected Commander

_ Option setting will be saved for next time loading.
But you must be player 1 (ie Red Player)
_ Show harvest rate now can be turn on off and in window mode.
_ Mule now drop at the Mineral Position
_ Creep Tumor will change direction when it get stuck (but if it too many object, it still can't get past).

_ Also Reduce difficulty of the Very Hard and Insane AI.

_ Very Hard : Bonus will increase from zero to 1.5 times after 10 minutes.
_ Insane AI : AI get 1.5 Bonus at the start. (ie Blizzard Insane AI very hard AI )
Mioraka
Profile Blog Joined October 2010
Canada1353 Posts
July 28 2011 10:58 GMT
#184
No I would not like to rage against a computer.

........man those micros are going to kill me >_>
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
July 28 2011 14:52 GMT
#185
The new GT AI 0.99B (Nexxy) is just awesome, beyond my expected xD.
sorrowptoss
Profile Blog Joined June 2011
Canada1431 Posts
July 28 2011 14:55 GMT
#186
Wow so much work put into making and improving this! Good job. I'm sure it helped/will help many people!
ohampatu
Profile Joined July 2010
United States1448 Posts
July 28 2011 15:00 GMT
#187
Lol i remember this back from early beta patches. Good stuff, esp if you didn't have a key back then lol.
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
LookNaph
Profile Joined August 2010
Canada59 Posts
July 28 2011 15:16 GMT
#188
Would anyone please explain to me what this AVS thing is? It appears when I type -op.
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 28 2011 15:45 GMT
#189
It's a different army calculation system of Nexxy, which let AI know is its Army weaker or stronger than enemy (ie. 1 VoidRay >> 8 Roach ). But it consume more CPU than the current AVS ( Army Value System ).
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
July 29 2011 19:56 GMT
#190
On July 28 2011 02:31 LookNaph wrote:
Are there any plans to limit the AI's APM (to, say 1000) and still do equally well in order to put less stress on the CPU?


^ I think you must put unit into group instead of individual moving, it will reduce the AI APM.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
July 30 2011 17:53 GMT
#191
Ok, I adding an option that let you set the APM manually, this way you can set up to suitable for your computer CPU.

[image loading]
biomech
Profile Joined April 2010
Germany380 Posts
July 30 2011 17:56 GMT
#192
Aww, memories. Played Green Tea AI when i had no beta key... will check out this one to see how things have changed =)
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
August 02 2011 00:42 GMT
#193
Version 1.0 is out! Go grab it while the product is still hot!

Quite a milestone, indeed.
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
Philosophy
Profile Joined May 2010
186 Posts
August 02 2011 00:48 GMT
#194
Whenever I play vs GTAI 1.0 Zerg on hard, it does a worker rush...... :/
Sub40APM
Profile Joined August 2010
6336 Posts
August 02 2011 01:15 GMT
#195
ok this sounds silly and I am embarrassed but...how do I install this?
bruteMax
Profile Joined October 2010
Canada339 Posts
August 02 2011 01:23 GMT
#196
Just search for GTAI on b.net. On NA server Humdinger uploaded all the 1v1 maps.
I'm the benevolent dictator you've been looking for.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
August 02 2011 16:29 GMT
#197
New version 1.01 is out:

This video will introduce the new interface of GT AI 1.0
http://www.youtube.com/watch?v=b58b74_jwqY
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
August 03 2011 06:26 GMT
#198
Congrats on getting to 1.01 Ai's really gone really far from the beta.
tubs
Profile Joined March 2010
764 Posts
August 03 2011 06:46 GMT
#199
In a TvZ on XelNaga on version 1.0 I found a bug. I placed a marine at the 3 and 9 o'clock expansions to scout for when the computer would take it's 4th base. A drone was sent out and just kept twitching back and forth at the bottom of the ramp to the 3 o'clock expansion. Because of that the AI never took it's 4th expansion and stayed on 3 bases the entire game.
"Roach dies to immortal and rockit black guy" - Tierdal.thex
Hardigan
Profile Joined June 2011
Switzerland1297 Posts
August 03 2011 22:18 GMT
#200
Can you pls be more specific on how exactly to find the newest version? And maybe the uploader name (EU-ladder)? I played a couple of games on 1.01 Version maps (they have french description from "Helmat") but the strategy-choosing-system seems broken on a couple of those maps
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2011-08-05 17:04:58
August 03 2011 22:25 GMT
#201
Yeah I really need an updated way of finding already published Green Tea AI maps. The ones on NA seem to be version .8 or so :\

Maybe I'm looking incorrectly. I'm desperate to play them they look really really fun!

Edit: Shattered Temple 1.02 finally popped up. WOW has it changed since cracked beta launchers
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
August 04 2011 06:33 GMT
#202
-qr sometimes bugs out after the second -qr or even earlier and the ai will just build workers and the minimum of production buildings. This has happened in past versions but thought I should mention it just in case it wasnt already known.

Probe1 look for 1.01 rather than GTAI
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
Last Edited: 2011-08-05 23:51:23
August 05 2011 16:59 GMT
#203
Hi, I noticed the 1.01 version hangs if you set the AIs to fight each other. Can you make the commander selection dialog appear even when there are no humans playing?

Awesome update btw!
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
Probe1
Profile Blog Joined August 2010
United States17920 Posts
August 05 2011 17:05 GMT
#204
Thank you T0fuuu
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2011-08-06 18:39:47
August 06 2011 18:16 GMT
#205
_ 1.02 updated with a lot of improvement:

+ Change commander select type:
Now observer can select the commander as well but you must view as one of players.
[image loading]

+ Reduce difficulty for Hard => Insane:
All upgrade now required for AI and they progress like medium AI.

+ Fixing the BO record problem for Zerg Race ( Thanks to pi-sa )

+ Improve Zerg AI:
=> Modified counter unit of Zerg Race.
=> Zerg know when is the right time to massing drone and when it needed to stop product Drone for Defense or Build Army.

+ Edit/ Creating BO:
=> Not only you can record your BO, you can also edit the BO you just recorded for better timing.
=> You can also creating the new BO from the start and let AI do step by step. There are also Play and Pause button so you can paused AI to adding step to BO or let AI continue the BO.

http://www.youtube.com/watch?v=LJl7vjcfgsQ

+ Adding two random mode:
=> VS Random BO : Let AI pick up a random BO you created.
=> VS Random All General and BO : AI will pick up Randomly among the current AI Generals and your BOs.
bruteMax
Profile Joined October 2010
Canada339 Posts
August 06 2011 20:45 GMT
#206
I've uploaded GTAI 1.02 with all the 1v1 ladder maps to the NA server. Look for 'GTAI_102'.
I'm the benevolent dictator you've been looking for.
nt-rAven
Profile Joined February 2011
Canada405 Posts
August 06 2011 21:56 GMT
#207
very nice amazing for testing bo's without bothering your friends
get owned
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
August 07 2011 05:22 GMT
#208
New updates GT AI 1.03:
_ Creep Tumor will stop spreading if there are enemy army nearby.
_ High Templar stop using Hallucination on High Templar and Phoenix.
_ Fixing some small bugs and improve AI performance.
LordYama
Profile Joined August 2010
United States370 Posts
August 07 2011 23:50 GMT
#209
This is a great tool, thanks! The variety of strategies forces me to scout which is a good thing.
noggster
Profile Joined September 2010
Sweden37 Posts
August 08 2011 11:40 GMT
#210
ZvT the toss doesn't seem to wall off, played against the 4 gate one and since it is so easy to scout it is also ridiculous easy to stop. Then it tried to expand to the gold when it had no map control, seemed fairly wierd.
When life gives you lemons, say fuck the lemons and bail.
nt-rAven
Profile Joined February 2011
Canada405 Posts
August 08 2011 21:00 GMT
#211
if possible to remove closeposition on a few of these maps would be awesome!
get owned
bruteMax
Profile Joined October 2010
Canada339 Posts
August 10 2011 00:50 GMT
#212
GTAI 1.04a has been uploaded for 1v1 ladder maps on NA server. Search for 'GTAI_104a'
I'm the benevolent dictator you've been looking for.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
August 10 2011 05:19 GMT
#213
Thanks BruteMax ^^ for uploader in NA server.
For EU Server, you can look search Publisher Nexxy for new version 1.04a.
Xapti
Profile Joined April 2010
Canada2473 Posts
August 10 2011 06:26 GMT
#214
On July 16 2011 15:28 Xapti wrote:
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.

Still don't seem to be addressed.
Also, what even happened to the no cheese command? I didn't see it in the new system.

Another little tidbit:
Playing protoss recently, I noticed they do this a lot but never really realized how big of a problem it is: AI wastes their guardian shields quite easily. He had only like 3 sentries when I attacked (and a small force of other units), but activates guardian shield for ALL THREE of them. As opposed to having to activate a new guardian shield if one (or some) units aren't in the main guardian shield (which is what I resume is being done now), it should just try to keep the units inside the current field instead (unless the army is too big, then more shields make sense. This army was only like 8-9 units though!)
"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!"
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
August 12 2011 10:28 GMT
#215
-qr is completely broken now. Enemy units dont die.
RealReality
Profile Joined August 2011
44 Posts
Last Edited: 2011-08-12 12:33:58
August 12 2011 12:32 GMT
#216
This work on NA?? Too many posts to look through to find out. (just got home from a 12 hour shift)

Edit: Never mind im a tard...lol
figq
Profile Blog Joined May 2010
12519 Posts
August 12 2011 15:02 GMT
#217
Playing around with it one afternoon, I noticed vs Zerg the AI of any race would focus fire the cocoons next to a hatchery, instead of the hatchery or the drones. Pretty puzzled why do this, because cocoons have probably the largest armor in the game and it takes forever to kill one. That makes the offensive AI vs Zerg a lot weaker than it could be, as long as the zerg keeps making units.
If you stand next to my head, you can hear the ocean. - Day[9]
tarodotoxin
Profile Joined July 2011
United States110 Posts
August 13 2011 05:38 GMT
#218
is there any option to take away AI mineral cheating?
(great maps btw)
Nerski
Profile Blog Joined November 2010
United States1095 Posts
August 13 2011 09:13 GMT
#219
tool looks great, just wish the download was easier.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
figq
Profile Blog Joined May 2010
12519 Posts
August 13 2011 09:54 GMT
#220
On August 13 2011 14:38 tarodotoxin wrote:
is there any option to take away AI mineral cheating?
(great maps btw)
Yes, that depends on the difficulty setting:
+ Very Easy AI: AI won't attack in the first 10 minutes.
+ Easy : GT AI ( normal vision like player)
+ Medium : GT AI ( full vision )
+ Hard : Better upgrade than Medium AI.
+ Very Hard : Same harvest rate at the player at the beginning, then increase from 1 to 1.5 times in 15 minutes.
+ Insane : 1.5 bonus at the start. (ie Blizzard Insane AI harvest rate ).
On Hard there's no mineral cheating for the AI. On Easy there's no maphacking for the AI.
If you stand next to my head, you can hear the ocean. - Day[9]
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
Canada16747 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)
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
August 31 2011 14:25 GMT
#241
Strange, since AVS is caculation for all race, if it happen, it will occur in every race. I will have a check on that, thx for report.
DaRKMaTT3r
Profile Joined November 2010
Brazil553 Posts
September 01 2011 00:30 GMT
#242
On August 31 2011 23:25 ptanhkhoa wrote:
Strange, since AVS is caculation for all race, if it happen, it will occur in every race. I will have a check on that, thx for report.


With all the other 2 races (playing as protoss) it doesnt happen any kind of lag at all, and i don't turn APM limit. Not even if zerg goes extremely heavy on zergling. As terran the lag usually starts to become unbearable when the AI is taking its third expo. Not sure if have anything to do with the 3rd expo or the fact that everytime it lags the Terran has Thors or Banshee+BC (I choose Random strat and since i go heavy on chargelots on early game the AI usually transition into air more often than not against me).

It doesnt need to happen an engagement at all, when im around 120-130+ food usually the games drops down to 1 fps or 0, when the engagement happens it becomes worst. i already capped the APM to 200, doesnt change a thing. I tried the ai on more than one different PC but it always end up the same against terran AI.

I wouldn't stress out too much tho, since looks like im the only one who reported that problem it could be some problem on my end, some program i have on all pcs or something similar. Thanks for the help either way.
R4TM
Profile Joined June 2011
Brazil140 Posts
September 01 2011 01:17 GMT
#243
a star for you sir imho
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
September 01 2011 13:57 GMT
#244
@DaRKMaTT3r: In option menu, you can turn off the AVS system, it will increase game performance better.
thisisSSK
Profile Joined August 2010
United States179 Posts
September 01 2011 14:56 GMT
#245
I just want -qr to be fixed man...
Mr.SoloDolo
Profile Joined June 2011
American Samoa90 Posts
September 01 2011 23:44 GMT
#246
Please add spectators if you can. Also this is a really good AI.
Incontrol+Idra+Tyler Fighting
setmeal
Profile Joined March 2011
162 Posts
September 04 2011 15:49 GMT
#247
This is a really really fantastic AI and I really love the constant updates and you guys trying to improve it. I love you guys ptanhkhoa and Nexxy!
figq
Profile Blog Joined May 2010
12519 Posts
September 04 2011 16:20 GMT
#248
On August 13 2011 20:30 ptanhkhoa wrote:
- AI won't attack Larva or Egg any more unless there are nothing else to attack.
Sweet, that's great, thank you!

Is there a way to make the GTAI replays parsable with sc2gears? The replay can be played from SC2, but not analyzed with sc2gears as any other replay. I don't know if the problem is in the way sc2gears parses replays, or the way GTAI produces replays.
If you stand next to my head, you can hear the ocean. - Day[9]
ballasdontcry
Profile Joined January 2011
Canada595 Posts
September 05 2011 15:16 GMT
#249
love the AI, but is it possible to add more conventional builds you see on ladder, like for example a 6/7 gate timing attack? i find a lot of those default commanders are very gimmicky builds, like for example i just played a 1 base stargate build where the protoss banked 1.5k minerals and pressured me once in a 20 minute game.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
September 11 2011 13:00 GMT
#250
@ballasdontcry: You can adding your custom build to GT AI, so it will have new builds you see on ladder.

Updated to version 1.13a
Monkeyballs25
Profile Joined October 2010
531 Posts
September 11 2011 20:38 GMT
#251
I'm really amazed at all the clever stuff your AI can do, well done
I am struggling a bit with the UI so I haven't been able to do too much with it, so I'll check back after a few updates.
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
September 13 2011 14:57 GMT
#252
@Monkeyballs25: Which problem did you have with the UI ? I can help u .
KanoCoke
Profile Joined June 2011
Japan863 Posts
September 13 2011 15:31 GMT
#253
I'm finding something a little whoozy with the AI. I'm using version 1.13 and I play Terran mostly against Protoss and Zerg on Hard 1v1. Since I like the AI using different strategies each time, I set random generals to play them.

What I've found out recently is that despite having the generals set on random, when up against Protoss, I always end up playing against a 1 basing no gas AI that just masses up zealots, even when it's a 4 player sized map like Shakuras Plateau, and they all charge initially for my bunker, but when I bring SCVs out to repair the bunker, the zealots suddenly chase only the SCVs (and can never catch them because of acceleration speed difference). So basically I just run my SCVs in a circle forever until all the zealots are dead. Then it does absolutely nothing but massing zealots in its single base until I run up there and destroy it.

Against Zerg, it's always a commander that fast expands with no gas and just masses up zerglings off of 2 base and runs them into my bunker depot wall-off to their deaths.

What's worse is that the AI can't seem to do anything else, like the AI transitioning into another build (which they do on earlier GTAI versions) after a specific build order around 6 minutes.

Does the AI APM limit have something to do with the AI's units being left unattended at times? Or is there another issue, like say, with regard to randomizing generals?
Will always cheer for: MMA Bomber Taeja Curious Life herO Zest
anathematize
Profile Joined June 2011
United States69 Posts
Last Edited: 2011-09-14 21:02:57
September 14 2011 20:59 GMT
#254
anybody have the best way to search for the newest versions on the NA ladder?

I've been having success with "GTAI_107" but it looks like we've updated well past that version.

Great AI, really fun to practice builds against. Only see wonky behavior every now and again where its like the AI just decides to not build anything but harvesters. Usually happens after a few "-qr" restarts.

Edit: Oops. Just saw "IcyTournesol" post. As long as those versions stay updated, they seem easy enough to find.
krelian
Profile Joined August 2010
48 Posts
September 14 2011 21:17 GMT
#255
[B

Edit: Oops. Just saw "IcyTournesol" post. As long as those versions stay updated, they seem easy enough to find.


Can you repeat the info? I can find the post and I too don't know how to find the maps on NA.
Monkeyballs25
Profile Joined October 2010
531 Posts
September 14 2011 21:21 GMT
#256
On September 13 2011 23:57 ptanhkhoa wrote:
@Monkeyballs25: Which problem did you have with the UI ? I can help u .


I didn't understand the manual build order option at all. And it didn't copy my builds properly either. And there doesn't seem to be a way to get the start menu back up once the game begins, even after a reset.
anathematize
Profile Joined June 2011
United States69 Posts
September 14 2011 22:15 GMT
#257
On September 15 2011 06:17 krelian wrote:
Show nested quote +
[B

Edit: Oops. Just saw "IcyTournesol" post. As long as those versions stay updated, they seem easy enough to find.


Can you repeat the info? I can find the post and I too don't know how to find the maps on NA.

Search "GT AI" on the NA ladder and look for maps uploaded by "IcyTournesol."

They seem to be updated versions.
kabar
Profile Joined November 2010
United States616 Posts
September 15 2011 05:06 GMT
#258
just tried this out, infinitely better than blizz ai. great work.
Xapti
Profile Joined April 2010
Canada2473 Posts
September 17 2011 04:41 GMT
#259
On September 14 2011 00:31 KanoCoke wrote:
I'm finding something a little whoozy with the AI. I'm using version 1.13 and I play Terran mostly against Protoss and Zerg on Hard 1v1. Since I like the AI using different strategies each time, I set random generals to play them.

What I've found out recently is that despite having the generals set on random, when up against Protoss, I always end up playing against a 1 basing no gas AI that just masses up zealots, even when it's a 4 player sized map like Shakuras Plateau, and they all charge initially for my bunker, but when I bring SCVs out to repair the bunker, the zealots suddenly chase only the SCVs (and can never catch them because of acceleration speed difference). So basically I just run my SCVs in a circle forever until all the zealots are dead. Then it does absolutely nothing but massing zealots in its single base until I run up there and destroy it.

Against Zerg, it's always a commander that fast expands with no gas and just masses up zerglings off of 2 base and runs them into my bunker depot wall-off to their deaths.

What's worse is that the AI can't seem to do anything else, like the AI transitioning into another build (which they do on earlier GTAI versions) after a specific build order around 6 minutes.

Does the AI APM limit have something to do with the AI's units being left unattended at times? Or is there another issue, like say, with regard to randomizing generals?

Yeah, in my opinion the AI itself still needs much improvement, as opposed to just adding or fixing features (maybe with the exception of reset, which I don't know why it's so hard, not to say that it isn't).

Sure, people shouldn't be trying to exploit the AI, but that doesn't mean that the AI should get away with being stupid.
"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!"
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
September 17 2011 04:47 GMT
#260
This is really incredible! TO THE UNITED STATES GOGOGO
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
ulan-bat
Profile Blog Joined August 2011
China403 Posts
September 18 2011 11:15 GMT
#261
The gas problem is a bug which is fixed but not released yet.

See http://sc2.nibbits.com/assets/green-tea-ai/#comment_35332
"Short games, shorts, summer weather, those things bring the heat!" - EG.iNcontroL
Adventurekid
Profile Blog Joined April 2011
Sweden505 Posts
September 18 2011 18:13 GMT
#262
This seems great :D!
You should build a turtle fence!
KanoCoke
Profile Joined June 2011
Japan863 Posts
September 20 2011 22:22 GMT
#263
The AI doesn't work with the latest patch. Since all the match-ups I've been running into are TvT nowadays, I wanted more practice against mech/sky/MMM builds, but I guess there won't be any of that any time soon. :<
Will always cheer for: MMA Bomber Taeja Curious Life herO Zest
SanchoPanda
Profile Joined April 2011
United States117 Posts
September 21 2011 02:04 GMT
#264
Yeah, i noticed that issue as well. Green Tea not working with patch 1.4.0
Siege the Day!
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
September 22 2011 00:32 GMT
#265
śyntax error ):
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
September 22 2011 14:13 GMT
#266
GT AI now updated to version 1.16 and compatible with Starcraft 2 patch 1.4.0.
alonestar_ak
Profile Joined June 2010
Afghanistan31 Posts
September 22 2011 15:05 GMT
#267
Many thanks ptanhkhoa, i'm glad that I can play GT AI again.
krelian
Profile Joined August 2010
48 Posts
September 22 2011 21:20 GMT
#268
Is this available in NA bnet? What do I need to search for?
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
September 23 2011 10:35 GMT
#269
In NA bnet, you can look for IcyTournesol maps. He publish the newest version:
+ GT AI Xel'Naga Cavernz ...
+ GT AI Abyssal Cavern ...
SC.Shifty
Profile Joined August 2010
Canada135 Posts
Last Edited: 2011-09-24 06:54:33
September 24 2011 06:41 GMT
#270
We require more MINERAWLZZzz.
Aristotle7
Profile Blog Joined January 2011
United States120 Posts
September 24 2011 07:46 GMT
#271
This is awesome AI for T/P, thanks a lot!

I only wish Zerg AI would actually attack once in a while, when I push marine tank into it. It just sits in the main base while I kill its 2nd and 3rd base.

Master Terran on NA
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
September 25 2011 08:00 GMT
#272
I used to play macro or die and that had GTAI 0.86 I think, it seems a lot better than the newest version which I just tried, the comp just tried to cannon me and after i broke through with tanks it kinf of gave up...
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
September 26 2011 11:38 GMT
#273
The new GT AI has some more variety, sometimes it play Rush Strategy to make fun, but most of the time it choose standard strategy on Bnet.
Tatari
Profile Blog Joined January 2011
United States1179 Posts
September 27 2011 05:43 GMT
#274
The AI is really CPU intensive in big battles, and my game ends up lagging. It's never happened before this patch. Is there any way to fix this?
A fed jungler is no longer a jungler, but a terrorist.
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 27 2011 05:47 GMT
#275
Is there anyway to micro only and I don't have to macro? I mean just jump straight in the battle. I just wanna test the new composition only and my micro skill.

p/s: Vietnamese here as well
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
Last Edited: 2011-09-27 07:07:19
September 27 2011 07:05 GMT
#276
On September 27 2011 14:43 Tatari wrote:
The AI is really CPU intensive in big battles, and my game ends up lagging. It's never happened before this patch. Is there any way to fix this?

If the lag has never happened to you before, then the patch 1.4 is most likely the culprit here. The performance issue is listed in one of the known issues by Blizzard - http://us.battle.net/sc2/en/forum/topic/2267599524.

EDIT: I suppose you can try limiting the AI's APM in the option menu.
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
saaaa
Profile Joined November 2010
Germany419 Posts
October 01 2011 13:26 GMT
#277
is it possible that there exists any problems with the new patch?

if i started my green tea KI then one error appears and nothing happen i'm alone on the map :/


thx 4 your help
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 01 2011 18:50 GMT
#278
Blizzard should make their AI function like this and add popular strategies as they are developped.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
Destructicon
Profile Blog Joined September 2011
4713 Posts
October 01 2011 22:59 GMT
#279
I like the concept and principle of this AI, however I have a problem with it, one small fault that keeps me from getting it.

I don't like the fact that your AI gets map vision and extra resources at higher difficulty levels it kind of detracts from the already impressive accuracy it has to mimicking real players because of the diversity of strategy it uses.

It would be nicer if at higher levels of difficulty the AI uses either harder to execute strategies and/or executes them better while also increasing the APM it does and also learns finer micro, like constantly kitting zealots with marine/marauder till the zealots are dead then kill stalkers, or if it does efficient drops or poking with vikings etc.

I would love if you could develop and AI that works like that, doesn't cheat at higher levels but just plays better overall, would feel like Insane is GM/Master, Very hard is Master/Diamond, hard is Diamond/Plat.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
October 01 2011 23:05 GMT
#280
You have done it. You have successfully found a place where ladder fearing noobs can retreat and practice just as well, without losing any ladder points! i thank you for this
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
skatbone
Profile Joined August 2010
United States1005 Posts
October 01 2011 23:35 GMT
#281
On October 02 2011 08:05 firehand101 wrote:
You have done it. You have successfully found a place where ladder fearing noobs can retreat and practice just as well, without losing any ladder points! i thank you for this


:D. I realize you're joking...but joking aside, playing ladder leads to dealing with really unpredictable strategies (at lead it does in lowly diamond). For me, practice is most effective when I can try the same thing over and over again. GT AI allows me to do this so I can then ladder and deal with the unpredictable while having my chops down.

Thanks!
Mercurial#1193
vahgar.r24
Profile Joined October 2010
India465 Posts
October 02 2011 18:49 GMT
#282
Hi

Thanks for the map, very well done. I use the method 1 - download and play from EU custom game I have a question -

1. Is this updated for version 1.4 - Xelnaga/Shattered Temple / Metal?
2. Is this only vs Terran I can play?
3. I want the AI to learn a BO that I face vs terran - marine opening into BF harass into marine tank timing - how do I get the AI to do this?
Somethings are just worth fighting for
KanoCoke
Profile Joined June 2011
Japan863 Posts
October 02 2011 19:40 GMT
#283
On October 02 2011 07:59 Destructicon wrote:
I like the concept and principle of this AI, however I have a problem with it, one small fault that keeps me from getting it.

I don't like the fact that your AI gets map vision and extra resources at higher difficulty levels it kind of detracts from the already impressive accuracy it has to mimicking real players because of the diversity of strategy it uses.

It would be nicer if at higher levels of difficulty the AI uses either harder to execute strategies and/or executes them better while also increasing the APM it does and also learns finer micro, like constantly kitting zealots with marine/marauder till the zealots are dead then kill stalkers, or if it does efficient drops or poking with vikings etc.

I would love if you could develop and AI that works like that, doesn't cheat at higher levels but just plays better overall, would feel like Insane is GM/Master, Very hard is Master/Diamond, hard is Diamond/Plat.

Great idea. I find it obnoxious that the AI sees all my shenanigans from the get-go and hard counters the crap out of me in Hard~Insane on the mid to late-game scenario, mainly because it didn't even have to do any scouting at all, while I struggle all around just to get info. There should be an option in the options tab for you to enable or disable the AI's map hack.

The Zerg AI also uses too much APM maneuvering each individual overlord to safety when an attack comes to its' main that uses up so much memory due to it going at 1000 APM, which is not only physically impossible for a human player to do, but is also impractical. Toning down the AI's max APM via the options tab also suddenly makes the AI dumber for some reason, often times with the AI not being able to do its' own build orders because it needs at least 600 APM minimum before their actions register. Not to mention, blocking an expand via a probe or SCV results in the AI one or two-basing for a good minute.

All in all, the AI still kicks my butt, but sometimes only due to the map being fully revealed to it, instead of a really good army composition or constant effective harasses.
Will always cheer for: MMA Bomber Taeja Curious Life herO Zest
SCbiff
Profile Joined May 2010
110 Posts
October 02 2011 20:11 GMT
#284
On October 02 2011 07:59 Destructicon wrote:
I like the concept and principle of this AI, however I have a problem with it, one small fault that keeps me from getting it.

I don't like the fact that your AI gets map vision and extra resources at higher difficulty levels it kind of detracts from the already impressive accuracy it has to mimicking real players because of the diversity of strategy it uses.

It would be nicer if at higher levels of difficulty the AI uses either harder to execute strategies and/or executes them better while also increasing the APM it does and also learns finer micro, like constantly kitting zealots with marine/marauder till the zealots are dead then kill stalkers, or if it does efficient drops or poking with vikings etc.

I would love if you could develop and AI that works like that, doesn't cheat at higher levels but just plays better overall, would feel like Insane is GM/Master, Very hard is Master/Diamond, hard is Diamond/Plat.


A laudable goal.

There's a reason AIs don't "play fair," which is that is very hard to make an AI that can out-think a person. This isn't just true for green tea, but for any computer-based AI. In fact, as I'm sure you know, there's an entire field of Computer Science dedicated to trying.

I'm sure everybody would like to have a fair-playing, GM AI waiting to play them at any time. I also find the "ohh i see your observer, guess I'll just park my observer on it forever" types of gameplay frustrating since they don't mimic reality, but the truth is it's just the way things have to be to make the computer a challenge for us, at least for now.

If you're really that bothered, pick up the torch and consider a career in computer AI research.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2011-10-02 20:46:28
October 02 2011 20:19 GMT
#285
I just wanted to say thank you to those that work on this. I lab this thing about 20 games a day and usually still lose a few. My Masters friends think its terrible and I should ladder, while my Gold and lower friends thinking I'm like a pro. This keeps me SORT of sharp (at least mechanically) with none of the stress of laddering. TYVM

All your work is appreciated, and GL making this thing even more of a pain in the ass <3

edit: Since its the topic of the moment- "cheating" and unit countering are fine with me, it's the human equivalent of scouting- since the AI really cant think. You can still out smart the hell out of it. I spent a LOT of time making AI's with WC3... which had a great interface for it. Once you've spent hours with them, you realize there are serious limitations to what they can and can't do.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Destructicon
Profile Blog Joined September 2011
4713 Posts
October 02 2011 20:36 GMT
#286
While I do understand that something like, unit preservation and effective harass, is something very hard to code, I didn't think it was that hard to make an AI just incrementally get more APM/micro per difficulty and also broaden the range of strategies available to it.

I'm not asking much, just for the AI to not cheat.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-10-02 21:19:56
October 02 2011 21:13 GMT
#287
I disagree with the people saying there should be a no-vision AI at hardest difficulties.

Starcraft is a lot about predicting your opponent, getting a solid idea of what they're getting without seeing much, and even just guessing and/or unintentional lucky events.

When practicing and/or facing an AI that is (at least currently) weaker than masters level players, or even diamond, it needs all the luck it can get. Having the AI know what you have and know where you are teach players that they need to be prepared for their opponent (prepared for the worst-case scenarios), and not rely on lucky counter-attacks or lucky harassment.

However, I think that currently the AI doesn't even counter what your getting that well at the moment (not sure haven't tested too much and/or don't remember testing I did do). Things like getting bunkers and marauders vs a roach rush, turrets or cannons or observers for Dark Templar or banshees, thors or phoenix for mutalisk, etc.. In fact, that's something I think really needs to be worked on for Green Tea AI that could make it a whole lot better — following a BO, but before even finishing the BO, modifying it a bit (such as detection), or switching to something completely different (like double stargate instead of 2 gate expand) to counter the opposing player's strategy.

Mineral cheating I don't like though, since it's a completely different problem. That said, I could care less if mineral cheating is in ONE difficulty (preferably with player-adjustable income multipliers) such as insane, which is what Blizzard does.

While in an ideal world it would be nice to have an option to be able to disable CPU vision and have it play well, but the problem is that disabling revealed map for the AI results in it being terrible at countering absolutely anything, and scouting is an extremely difficult thing to program effectively into an AI. Humans know generally where the best expansions are to scan, or where they might be hiding tech, or when to gas steal, or all sorts of other things, but without specific programmed guidance, the AI cannot do that. Overall, it makes an unnecessarily easier AI at the expense of a lot more programmer work, which is not worth it until the AI gets good enough to beat most master players.


And if any of you did not know:
To play a non-mineral cheating AI, Hard is the best one — the AI itself doesn't improve past hard.
To play a non-map-cheating AI, Easy is the best one.

"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!"
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2011-10-02 21:30:38
October 02 2011 21:28 GMT
#288
Until today, I had been playing a GTAI that worked fine on 1.4

The ones uploaded by Humdinger (GTAI 104a Melee, Co-Op, vsAI & Custom) maps were working just fine. In fact, they are FAR more challenging on Medium than the Current ones by IcyTournesol.

The new ones are actually nicer, and I like the Aggressive vs Defensive mode options. Very nice. I had been playing the 104a w/o the New Strength Analysis on (it slowed my computer down WAY too much on like 4 bases each)... but still provides a much better challenge than the current ones recommended.

I don't know why this is... but just wanted to give some feedback while this thread is hot. The only other thing I would say is maybe prioritize the Rocks on maps a little higher, especially on XelNaga and Shattered Temple. The thing seems to trip on the rocks quite a bit. Lastly, maybe assigning Map Specific Zones to the AI to build structures in for the Cannon rush and maybe even like a Proxy Rax. ie. Behind the mineral lines of naturals or in smart zones in the main. I LOVE that the AI does these things, and get a giggle every time.

Again, thank you for your work I <3 this.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
ballasdontcry
Profile Joined January 2011
Canada595 Posts
Last Edited: 2011-10-07 03:04:50
October 07 2011 03:04 GMT
#289
Is it possible to improve some of the building placements? like for example full walloffs with FFE in PvZ or depot-rax-depot walls in TvZ. of course I preface this with saying I know nothing about coding SC2 custom maps, but i shouldn't be able to run lings past the choke points so easily.
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2011-10-11 07:55:56
October 11 2011 07:55 GMT
#290
It is possible, but it's difficult and takes a lot of work to do. Several months ago I heard of a guy that managed to code an algorithm to make walls at chokes with just depots or something (and I think it still had some problems), but not mixed buildings like barracks, which is more difficult. I haven't heard from him since, I don't know if he's still working on it, but I don't think so.
You should just pretend the computer walls off at x time though, or enable the "kill units when they go up ramp" feature the maps have, which I think is super dumb.
"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!"
NeWeNiyaLord
Profile Blog Joined September 2010
Norway2474 Posts
October 11 2011 08:09 GMT
#291
Wow! can't realise I havent seen this before! well done! will be the first thing i try when i get off work!
This is where we begin. Show your true self, Battosai.
John Madden
Profile Blog Joined October 2010
American Samoa894 Posts
October 11 2011 11:11 GMT
#292
Green tea is so nice
FOOTBALL
ballasdontcry
Profile Joined January 2011
Canada595 Posts
October 25 2011 14:03 GMT
#293
Now that season 4 maps are confirmed, can IcyTournesol please put Metalopolis (w/o close spawns) back into the rotation of GTAI maps that are kept regularly updated?

Thanks so much!
Xapti
Profile Joined April 2010
Canada2473 Posts
October 30 2011 02:04 GMT
#294
The AIs don't even seem to do what they say they do.

A build labeled tank did like a 7 marine +1 tank attack, and then got marauders, marines, medivacs, and some vikings and hellions(along with a few tanks) — how is that build tank? I would consider a tank build to be marine-tank, which I suppose he did, but it was only 1 tank and like 7 marines before getting other stuff.

There was no reason to be getting vikings or marauders or medivacs either, since I just massed mostly zerglings with some banelings. If it switched to automatic play, shouldn't it be able to deal with just 1 or 2 units better than it did?
On July 15 2011 21:47 ptanhkhoa wrote:
_ 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.
Is that why it did that?
Getting a bit of every unit is a terrible idea until/unless it's late game like 20 minutes deep. It's definitely not the way to attempt to counter any strategy. Is that sort of behavior still around? it seems like it.

I also selected a 14 hatch 14 pool commander, but [the 3rd game] it did a 7 pool instead — is that intentional?
"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!"
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
October 31 2011 19:29 GMT
#295
Hi, I've been messing around with the 1.17 version on the EU ladder and its much improved!

The two big bugs that stand out are:
- The AI never breaks the rocks down for expansions and faster pathing between bases, sometimes it expands next to me instead of taking the safer gold.

- Workers seem to glitch out when an enemy unit comes within a certain proximity and get stuck. E.g. leaving a marine at a watchtower caused 30 drones to glitch while trying to transfer, or putting a unit behind the mineral lines prevents all mining.
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
CursOr
Profile Blog Joined January 2009
United States6335 Posts
November 20 2011 12:16 GMT
#296
Ouch.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
GloriousFS
Profile Joined October 2011
Netherlands26 Posts
November 20 2011 16:54 GMT
#297
Great map where I've practiced on alot! Too bad there are a few bugged maps on the server now, especially the 'b' or 'c' versions (example Xel'naga GTAI 1.14b) where there are no larva's for zerg or just no option to select cpu's buildorder.

I'll try out the new 1.17 version of the map. Still, great job on this map and it really helped alot! I know a Terran player who was bronze (with a little ladder anxiousness), began to practice alot with the GTAI and when he started laddering again he instantly climbed to Platinum. Keep it up!
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
November 29 2011 19:49 GMT
#298
Tried it for the first time today, very impressed. I tried a new build as Zerg vs Very Hard normal AI toss and just completely owned, I didn't even have to think, scout or react, just macro according to the build. Tried vs medium GTAI, a commander using a ground force, and I actually had to work for it, he attacked way faster than the very hard AI, at a time where my build really didn't have any defences.

To have an AI which can do realistic builds in a decent manner? Now that's nice.
Nyast
Profile Joined November 2010
Belgium554 Posts
November 30 2011 13:06 GMT
#299
I wanted to give a try to the AI's 4 gate in PvP on Tal'D'arim, but I must say I'm a bit perplexed at what I saw. When I scouted him, I saw he took 2 gas and didn't reserve any chronos for warp. How is that a 4 gate ?
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
December 11 2011 01:20 GMT
#300
On October 03 2011 05:11 SCbiff wrote:
Show nested quote +
On October 02 2011 07:59 Destructicon wrote:
I like the concept and principle of this AI, however I have a problem with it, one small fault that keeps me from getting it.

I don't like the fact that your AI gets map vision and extra resources at higher difficulty levels it kind of detracts from the already impressive accuracy it has to mimicking real players because of the diversity of strategy it uses.

It would be nicer if at higher levels of difficulty the AI uses either harder to execute strategies and/or executes them better while also increasing the APM it does and also learns finer micro, like constantly kitting zealots with marine/marauder till the zealots are dead then kill stalkers, or if it does efficient drops or poking with vikings etc.

I would love if you could develop and AI that works like that, doesn't cheat at higher levels but just plays better overall, would feel like Insane is GM/Master, Very hard is Master/Diamond, hard is Diamond/Plat.


A laudable goal.

There's a reason AIs don't "play fair," which is that is very hard to make an AI that can out-think a person. This isn't just true for green tea, but for any computer-based AI. In fact, as I'm sure you know, there's an entire field of Computer Science dedicated to trying.

I'm sure everybody would like to have a fair-playing, GM AI waiting to play them at any time. I also find the "ohh i see your observer, guess I'll just park my observer on it forever" types of gameplay frustrating since they don't mimic reality, but the truth is it's just the way things have to be to make the computer a challenge for us, at least for now.

If you're really that bothered, pick up the torch and consider a career in computer AI research.


One workaround could be to continually update what the AI does whenever there's a shift in metagame.
GhostFall
Profile Blog Joined March 2010
United States830 Posts
Last Edited: 2011-12-11 03:17:59
December 11 2011 03:16 GMT
#301
This thing doesn't really work.

I tried something simple like 6 pool with insane difficulty. Selected the 6 pool commander. And the AI never sent 6 lings to my base.
vojnik
Profile Joined October 2010
Macedonia923 Posts
December 19 2011 15:50 GMT
#302
i just tried some GT maps and the AI is pretty good but i noticed last game i played into a longer macro game the game was very choppy and during battle unplayable
For the swarm!
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
December 19 2011 15:57 GMT
#303
I've noticed some problems with the AI. I wanted to see how much gasstealing helps against a protoss who wants to go stargate or DT tech, but gasstealing completely breaks the AI and it starts to expand like crazy. I did it against a terran as well and the terran had 3 bases by the 10 minute mark and was building another CC next to his third base.
Keyboard Warrior
Profile Joined December 2011
United States1178 Posts
December 19 2011 16:01 GMT
#304
Video is so good!
Obviously you put a lot of effort on this. Thank you
Not your regular Keyboard Warrior ¯\_(ツ)_/¯
zyce
Profile Blog Joined March 2011
United States649 Posts
December 19 2011 16:18 GMT
#305
Man, you have no idea how much I use this. It's important to find a map that was properly created, as there are some people who have published non-working versions of this.

I've amassed around 500 games (far more than I play on ladder) working on my macro, as this AI is able to macro like a beast if you do not abuse it in certain ways. The best advice I can give is just that, to strictly avoid using any abusive technique that messes with the AI.

There was an AI called Fyn AI that used real scouting patterns and no map vision. I'd really like to see a way to use Medium or Hard and *not* give map vision to the AI. It can often times build a perfect counter to units that you are keeping well-hidden.

According to SC2Gears, I've played 680 matches against GTAI and can definitely say it macros as well as any Diamond player, and has incredible micro at times. At other times, the micro can be somewhat stupid but you can usually "play nice" to let it recover from any bad mistakes. It's important if you're playing at a Plat/Diamond+ level to allow the AI some breathing room and challenge you.

As someone who has had a very difficult time talking myself into laddering, I've shot up the ranks using GTAI for 95+% of my practice and would love to know if I can help or offer any feedback.

I've found that there is a threshold where if your macro is good enough, and your army is strong enough, the AI will simply never attack. However, this teaches some valuable lessons in of itself. If my macro slips, I deserve to be pummelled to death by a preponderance of units.

Zergling runby functionality would be excellent (or any runby functionality). Since the AI seems to attack move from the front of your base to the back, there is currently no good way to be punished for having a poor wall. An example is a 6 pool or 12 drone rush, where the computer will attack a half-built barracks to death before attacking your workers, ruining the attack.

Thanks so much, and I really hope to see further revisions of this mighty macro tool. I can't thank you enough for giving me an outlet to improve my skills vastly (I have a career in BW which helps) by giving me limitless ladderless games with a more than willing opponent.

Do not ever gas steal or build structures in the opponents base as it will draw the ire of their workers and put the AI far behind in macro, never to catch up again. This AI is capable of beating Diamond level players if done right, and I can't recommend it enough.
Beauty is not the goal of competitive sports, but high-level sports are a prime venue for the expression of human beauty. The relation is roughly that of courage to war.
FADCoUltra
Profile Blog Joined November 2010
Canada73 Posts
December 19 2011 16:38 GMT
#306
I love the GreenTea AI with Macro or Die. Haven't been able to find it on NA server. Glad it's back. But this might discourage me more from laddering practice lol.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
December 24 2011 21:07 GMT
#307
Thank you for doing the new maps!

The new ladder maps can be learned safely by noobs, just type 'Entombed GTAI' or 'Plateau GTAI' into the search bar, and you'll find them under Icytournesol as usual.

Thanks a lot man!
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Moochlol
Profile Joined August 2010
United States456 Posts
December 24 2011 21:42 GMT
#308
So laggy in the late game, unplayable for me ><.
blaaaaaarghhhhh
Talic_Zealot
Profile Blog Joined February 2010
688 Posts
Last Edited: 2012-01-03 17:26:33
December 30 2011 20:53 GMT
#309
Yeah when it goes all Flash 1500 apm crazy my PC is like WTF-> 0,1 fps, kinda hard to pull off any storms :/
P.S.
Of course the natural solution is to activate the APM limit. For my PC about 600 makes it playable. It does impare it's micro+macro ability during a maxed battle, but it is unrealistic otherwise anyway..
P.S. #2
Nope, even the minimum of 200 apm still seems to overwhelm my system sometimes.
There are three types of people in the universe: those who can count, and those who cant.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
January 04 2012 09:34 GMT
#310
I've been using it a lot using SC2Allin1 and it has been great... however, I changed to Darkgrid hotkeys yesterday, and since SC2Allin1 doesn't work with custom hotkeys (you need to edit gamehotkeys.txt which isn't compatible with the formats used today) it has gone from awesome to useless

I just wish there was a better custom map system so one could find the real deal... on EU, Nex has only published a very small amount of maps, and I don't want to use other publishers since they aren't official so I can't know what version of GTAI is used etc.
Thobrik
Profile Joined February 2011
Sweden1120 Posts
January 05 2012 19:41 GMT
#311
PvT against very hard really makes me wonder why ladder terrans do the passive 1rax expo instead of pressuring... Seriously, I have yet to find a way with which I can punish his 3rax pressure and get an expand at a similar timing with him.

Despite the lag I really like it though! Best ai out there.
"Philosophy is questions that may never be answered, Religion is answers that may never be questioned."
eteran
Profile Joined December 2010
Germany83 Posts
January 05 2012 19:45 GMT
#312
On January 06 2012 04:41 Thobrik wrote:
PvT against very hard really makes me wonder why ladder terrans do the passive 1rax expo instead of pressuring... Seriously, I have yet to find a way with which I can punish his 3rax pressure and get an expand at a similar timing with him.

Despite the lag I really like it though! Best ai out there.


Keep in mind that everything greater than medium has increased mineral income over time.
Thobrik
Profile Joined February 2011
Sweden1120 Posts
January 06 2012 20:39 GMT
#313
On January 06 2012 04:45 eteran wrote:
Show nested quote +
On January 06 2012 04:41 Thobrik wrote:
PvT against very hard really makes me wonder why ladder terrans do the passive 1rax expo instead of pressuring... Seriously, I have yet to find a way with which I can punish his 3rax pressure and get an expand at a similar timing with him.

Despite the lag I really like it though! Best ai out there.


Keep in mind that everything greater than medium has increased mineral income over time.


What do you mean by over time? I checked the replay and it seemed to get 5 per worker...
"Philosophy is questions that may never be answered, Religion is answers that may never be questioned."
Sated
Profile Blog Joined March 2011
England4983 Posts
January 06 2012 23:57 GMT
#314
--- Nuked ---
NaldoR
Profile Joined November 2010
Singapore2198 Posts
January 07 2012 07:00 GMT
#315
how are you guys playing this now? I used to get the one on bnet but it does not work now . sc2allin1 cannot be downloaded
eteran
Profile Joined December 2010
Germany83 Posts
Last Edited: 2012-01-07 09:37:14
January 07 2012 09:36 GMT
#316
On January 07 2012 05:39 Thobrik wrote:
Show nested quote +
On January 06 2012 04:45 eteran wrote:
On January 06 2012 04:41 Thobrik wrote:
PvT against very hard really makes me wonder why ladder terrans do the passive 1rax expo instead of pressuring... Seriously, I have yet to find a way with which I can punish his 3rax pressure and get an expand at a similar timing with him.

Despite the lag I really like it though! Best ai out there.


Keep in mind that everything greater than medium has increased mineral income over time.


What do you mean by over time? I checked the replay and it seemed to get 5 per worker...


From the op

4/ Is this AI cheat ?
- Depend on AI level: the first 4 level doesn't using resource cheat.
+ Very Easy : It will stop attacking in 10 minutes.
+ Easy : No map vision.
+ Medium, Hard : AI has full map vision.
+ Very Hard: Only cheat resources in later game. Limit is 1.5 times normal resources.
+ Insane : 1.5 times resources at the start.


---

On January 07 2012 16:00 Hopelessnoob wrote:
how are you guys playing this now? I used to get the one on bnet but it does not work now . sc2allin1 cannot be downloaded


Search for "+gtai +17c" in the custom section.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
January 16 2012 21:30 GMT
#317
Mine works beautifully. Make sure you don't have it on Very Easy, or its in passive mode for like 10 minutes.

Just a note to the creators, the Aggressive mode On/Off is a great idea, but KNOWING which it's going to do isn't. This should be a random setting when you start.

For example, I know Terran is going to send marines out early if I set it to aggressive. So I make an extra Spine and it just suicides into it. However, if I leave it off and just let it push when the build orders specify, I know I can get away with minimal defense and just leave a Ling out front of it's base so I know when to start making lings.

Making this a random setting, would be equivalent to a player that you don't know is going to 2 rax pressure you or 1 rax expand. You have to scout and be aware of what it's doing, rather than knowing in advance. I would just remove the setting from the interface selector, and have it be randomized. OR, you could have 3 settings, on/off/random... for the aggressive state.

Awesome AI. Thank you.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Berg_zerg
Profile Joined July 2004
Germany294 Posts
Last Edited: 2012-02-01 04:07:56
February 01 2012 03:39 GMT
#318
have tried GT AI 1.17 Nex on Hard in B.net and it didnt work...
AI just did nothing

build 4 gateways and after that stopped doing anything but producing 400 workers ...

Tried some GT AI 0.86 by someone else and it worked kinda.
However i got owned pretty hard midgame and was surprised how this could happen since i had it on "Hard" since OP says no cheating at Hard.
But at least this version after 12 minutes it had spend more ressources than me by about 5500 minerals
I mean yeha my macro is not that good but lol 5500 minerals less mined after 12 minutes ?

Even for my bad macro this isnt possible without AI cheating.

goonna try that +gtai +17c

edit :

Player GT AI 17c from Steeno (or something) and it worked and AI didnt mineral cheat on Hard
At minute 12 it had somehow spend 450 ( not 5500 like that stupid map last time that did massivly cheat) minerals more than me overall (no probe cutting i guess)

However it wasnt really so much better than Blizard AI on very hard.
Just a tiny bit better but not much.
dynwar7
Profile Joined May 2011
1983 Posts
February 04 2012 14:59 GMT
#319
How do I get this? I am in SEA, is it available in SEA?

Or is there a website that shows all instructions? GT AI is basically AI that gives more challenge than Bnet AI right?
Regarding the imbalance, hilarious to see Zergs defending themselves....
FirstGear
Profile Joined June 2011
Australia185 Posts
February 04 2012 15:28 GMT
#320
On February 04 2012 23:59 DontLoseSightOfIt wrote:
How do I get this? I am in SEA, is it available in SEA?

Or is there a website that shows all instructions? GT AI is basically AI that gives more challenge than Bnet AI right?


Everyone on SEA has a free NA account. You should activate it.
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-02-05 02:25:37
February 05 2012 01:56 GMT
#321
On February 05 2012 00:28 FirstGear wrote:
Show nested quote +
On February 04 2012 23:59 DontLoseSightOfIt wrote:
How do I get this? I am in SEA, is it available in SEA?

Or is there a website that shows all instructions? GT AI is basically AI that gives more challenge than Bnet AI right?


Everyone on SEA has a free NA account. You should activate it.

Oh yes I forgot that.

So, after that, what to do? Is there a list of instructions?
Sorry guys, I just have my internet capped, so I cannot even go to the main website to check.

Would someone be willing to list out the steps here? Would love to play GT AI

EDIT: Ok, so far I have...the SCallinone thing. I have no idea what this is but I did my best. I am up to the part where I have to add maps. I am lost here, I cannot open the normal BNet maps..

I need someone to guide me using GTAI
Regarding the imbalance, hilarious to see Zergs defending themselves....
dynwar7
Profile Joined May 2011
1983 Posts
February 08 2012 12:59 GMT
#322
Someone help me here...? The maker has not gone online in ages
Regarding the imbalance, hilarious to see Zergs defending themselves....
p1cKLes
Profile Joined November 2010
United States342 Posts
February 08 2012 16:44 GMT
#323
The AI is in a class of its own as long as you don’t break it with funny builds. For standard play it really does make you a well rounded player, because the AI can macro like an animal and can micro almost as good.

Though, I too sometimes have anxiety about playing ladders and so all I do is play GTAI. I can macro pretty damn well (70-80 average APM without a ton of spam) and can micro decently. I can beat the AI on hard consistently (as long as I’m not goofing off) and can beat it on very hard occasionally, but yet, I’m a gold level player. Why? Because GT as great as it is…is nothing like a real opponent. Real opponents have wonky builds and wonky play styles that you just don’t expect. There really is no replacement for ladder play, but it at least gives you strong fundamentals to fall back on.
WeedRa
Profile Joined February 2011
Germany815 Posts
March 14 2012 12:14 GMT
#324
Added "Green GSL Daybreak" and "Green Cloud Kingdom LE" to the EU-Server including the latest GT-AI (1.18)

Will add Metropolis later
Empirimancer
Profile Joined July 2011
Canada1024 Posts
Last Edited: 2012-04-14 02:23:59
April 14 2012 02:22 GMT
#325
I'm sorry if this has already been asked: Is this AI less smart (or have lesser macro or micro) on Easy than on Very Hard? Or are the only differences between the difficulties the ones listed in the OP (map hacking, additional resources, etc)?


If the Very Hard AI is actually smarter and plays better, is there any way to play against that AI without having it cheat?



00Visor
Profile Blog Joined February 2011
4337 Posts
April 14 2012 02:42 GMT
#326
On April 14 2012 11:22 Empirimancer wrote:
I'm sorry if this has already been asked: Is this AI less smart (or have lesser macro or micro) on Easy than on Very Hard? Or are the only differences between the difficulties the ones listed in the OP (map hacking, additional resources, etc)?


If the Very Hard AI is actually smarter and plays better, is there any way to play against that AI without having it cheat?




I would assume that Very Hard isnt smarter than Hard. You don't want an AI to cheat if there is an other way.
I also find it quite strange to practise against the Very Hard AI. Especially psychologically if you sit comfortably on 3 base vs 2, but he produces just as much.
Smackzilla
Profile Blog Joined April 2010
United States539 Posts
Last Edited: 2012-05-01 23:26:58
May 01 2012 23:19 GMT
#327
Is there anything that really describes the commanders? The in-game descriptions are a little terse.

In short, I want a commander that does a 1-1-1 fast siege push to practice my gasless FE in TvT. Is there any AI close to that in green tea?

You see a mousetrap. I see free cheese and a f&%*ing challenge - Scroobius Pip
SovietHammer
Profile Joined March 2011
United States166 Posts
May 01 2012 23:35 GMT
#328
On May 02 2012 08:19 Smackzilla wrote:
Is there anything that really describes the commanders? The in-game descriptions are a little terse.

In short, I want a commander that does a 1-1-1 fast siege push to practice my gasless FE in TvT. Is there any AI close to that in green tea?



Practice partners I would do it for you, but finals...

Honestly there are so many variations to the 1-1-1 that even if there was a program that could execute a build against you I'm not sure how helpful it would be.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2012-05-28 07:31:12
May 28 2012 07:30 GMT
#329
Hey, I hate to make requests, but is there any what to put out a version of the new GSL map, Whirlwind, with this AI on it?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=327014

I love the layout of the map, and would love to just lab some games on it with the AI.

Also, as far as how the AI are performing, the 1.17 is good, but does some weird stuff (never clears rocks, attacks its own units sometimes). I find the most challenging version of this AI to be unique to this singular map...

...the "GTAI 1.04a iCCup Testbug" by Dvalen (on NA) seems to be leagues ahead of all the other AI. I don't know what makes it so, but it surely is. I play with ALL the check boxes off, except for the APM limiter on and turned down almost all the way (since the new APM counter is retarded). I play it on Hard difficulty.

Thanks to all the people who have contributed to this AI
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Laserist
Profile Joined September 2011
Turkey4269 Posts
May 28 2012 07:39 GMT
#330
I wonder if it is possible to turn that AI into a script and throw it into the ladder.
It would be interesting to see how it will ranked in that case.
“Are you with the Cartel? Because you’re definitely an Angel.”
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2012-05-28 07:48:15
May 28 2012 07:47 GMT
#331
On May 28 2012 16:39 Laserist wrote:
I wonder if it is possible to turn that AI into a script and throw it into the ladder.
It would be interesting to see how it will ranked in that case.

I would guess gold, maybe silver, on the highest level w/o income cheating at all (hard). It might even score platinum if it were lucky, but the ladder is a lot more difficult that it was a year ago.

This would be given that people thought they were playing a person... so they played and scouted as they would a person without trying to exploit it.

I'm sure it would be apparent after a while that the opponent was throwing away some units strangely, and not harassing at all, and not doing basic micro techniques... but I'm sure everyone has a bit of that anyways. It does have a good variety of builds though, when you play it on random. Biggest weakness is that the Protoss AI doesn't have a FFE build, but I'm sure its early Zealot Immortal push would at least keep it in silver.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
deus.machinarum
Profile Joined September 2011
Austria658 Posts
May 28 2012 09:30 GMT
#332
On May 28 2012 16:39 Laserist wrote:
I wonder if it is possible to turn that AI into a script and throw it into the ladder.
It would be interesting to see how it will ranked in that case.


Would that be legal under battle.net terms of use?

*serious question*

I would find it very interesting to see AIs matched up against players however not everyone playing ladder might agree to running into what is essetially a bot(even if it would have to be quite sophisticated in order to be a challenge for most ladder warriors).
Nothing worth having comes easy.
CursOr
Profile Blog Joined January 2009
United States6335 Posts
May 28 2012 18:41 GMT
#333
On May 28 2012 18:30 deus.machinarum wrote:
Show nested quote +
On May 28 2012 16:39 Laserist wrote:
I wonder if it is possible to turn that AI into a script and throw it into the ladder.
It would be interesting to see how it will ranked in that case.


Would that be legal under battle.net terms of use?

*serious question*

I would find it very interesting to see AIs matched up against players however not everyone playing ladder might agree to running into what is essetially a bot(even if it would have to be quite sophisticated in order to be a challenge for most ladder warriors).

This bot sees what you are making and makes the counter. Unit for unit. So, even for that, it would not be legit. A real bot on ladder would have to just play based on scouting and such. Very hard to make.

It is DEF not allowed under the TOS. Anything that automates your gameplay is not allowed. If you have a macro keyboard that presses 4sd for you by pressing 1 button, that is against TOS. Let alone, and entire script for game. They should have some sort of forum for developing AI's though. That would be awesome.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2012-05-28 20:19:27
May 28 2012 20:13 GMT
#334
On May 29 2012 03:41 CursOr wrote:
This bot sees what you are making and makes the counter. Unit for unit.

If it did this it would be much better than it is.

the AI/AI-developer bothers me because the AI is not designed to be particularly reactionary. It runs builds randomly (many of the builds suck) regardless of the opponent's race, so it will oftentimes just get stomped if the opposing player performs the proper reaction.

A good AI should select a build based off the opponent's race, and even potentially the opponent's build order. From there they should go into countering what the opponent is doing as soon as possible.

It's not the easiest way to make an AI, but it's the only relevant way — because that's how this game is played.
"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!"
LookNaph
Profile Joined August 2010
Canada59 Posts
May 28 2012 20:48 GMT
#335
Part of the reason why builds aren't updated is because they take so long to make in the current AI engine. (I've had experience with it. I'm also the person who implemented the walling algorithm for the Terran AI)

The current design of the AI engine is very limiting, which makes the task of scripting build orders much more complicated than needed. In addition to that, the AI lacks planning (admittedly, none of the SC2 AIs currently offered have any sort of planning), and therefore any reaction that the AI has, doesn't fit into the big picture.

But let me assure you that there should be something ready for showcase in a month or two...

Cheers,
-Naph
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
Grantalf
Profile Joined January 2011
United States29 Posts
August 01 2012 03:50 GMT
#336
Can somebody direct as to how to download GTAI maps after patch 1.5? I type it into the search box and nothing comes up, which is how I used to do it. Thanks!
tjuggx
Profile Joined March 2011
114 Posts
August 01 2012 20:13 GMT
#337
I'd also want to know how to get to play in 1.5
howLiN
Profile Blog Joined April 2011
Portugal1676 Posts
August 01 2012 20:36 GMT
#338
On August 01 2012 12:50 Grantalf wrote:
Can somebody direct as to how to download GTAI maps after patch 1.5? I type it into the search box and nothing comes up, which is how I used to do it. Thanks!

I'd also like to know this.
WeedRa
Profile Joined February 2011
Germany815 Posts
August 01 2012 21:29 GMT
#339
There is a problem right now if i want to publish maps including GT-AI and i dont know how to fix it

I'm working on it and i let u know if i fixed it (but i only publish on EU )
[JT]Landau
Profile Joined June 2011
3 Posts
August 01 2012 21:32 GMT
#340
You can find maps in "Arcade" mode, but I tried Cloud Kingdom v. 1.18, it does't work...
WeedRa
Profile Joined February 2011
Germany815 Posts
Last Edited: 2012-08-01 22:01:23
August 01 2012 21:57 GMT
#341
yeah the AI is currently not working... but maybe i found a solution just published a test map and im gonna test it right now

edit: doesnt work... well done blizz ...
AGsc
Profile Joined December 2010
Canada120 Posts
August 02 2012 01:38 GMT
#342
Whoever updates GTAI for 1.5 will be my hero!
Back off man, I'm a scientist.
Highcounsel
Profile Joined March 2011
United States132 Posts
Last Edited: 2012-08-02 03:16:32
August 02 2012 03:15 GMT
#343
God I hope this can be fixed somehow, while I get a good amount of practice from ladder, this was amazing for practicing against certain builds, as well at times when my ladder anxiety is high.
LookNaph
Profile Joined August 2010
Canada59 Posts
Last Edited: 2012-08-02 03:53:50
August 02 2012 03:45 GMT
#344
Hi everyone. This is Naph.

Green Tea AI for patch 1.5 is not yet ready. We hope to have a workable version ready soon ^.^
(porting approximately 20,000 lines of code with only 2 developers is a big task!)

The production system has completely broken down due to the patch. Please wait patiently while we developers write a new (and vastly superior) one to come in the next version.

Cheers,
-Naph
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
Grantalf
Profile Joined January 2011
United States29 Posts
August 02 2012 03:46 GMT
#345
On August 02 2012 06:32 [JT]Landau wrote:
You can find maps in "Arcade" mode, but I tried Cloud Kingdom v. 1.18, it does't work...


Is there a way to download them instead of just playing them through the multiplayer portion? I hate to clog up my game history with gtai practice games.
Grantalf
Profile Joined January 2011
United States29 Posts
August 02 2012 03:46 GMT
#346
On August 02 2012 12:45 LookNaph wrote:
Hi. This is Naph.

Green Tea AI for patch 1.5 is not ready. We hope to have a workable version ready soon ^.^
(porting approximately 20,000 lines of code with only 2 developers is a big task!)

The production system has completely broken down due to the patch. Please wait patiently while we developers write a new (and vastly superior) one to come in the next version.

Cheers,
-Naph


Awesome to hear. Thanks for everything!
Highcounsel
Profile Joined March 2011
United States132 Posts
Last Edited: 2012-08-02 04:02:39
August 02 2012 04:02 GMT
#347
On August 02 2012 12:45 LookNaph wrote:
Hi everyone. This is Naph.

Green Tea AI for patch 1.5 is not yet ready. We hope to have a workable version ready soon ^.^
(porting approximately 20,000 lines of code with only 2 developers is a big task!)

The production system has completely broken down due to the patch. Please wait patiently while we developers write a new (and vastly superior) one to come in the next version.

Cheers,
-Naph


Fantastic!!! Thank you so much!!!
corpuscle
Profile Blog Joined April 2011
United States1967 Posts
August 02 2012 04:03 GMT
#348
Sad how the awesome new custom game system has broken the best custom map. Thanks for your hard work, looking forward to the new version.
From the void I am born into wave and particle
Stancel
Profile Blog Joined June 2011
Singapore15360 Posts
August 02 2012 06:04 GMT
#349
Just wondering, when I play against GT AI as Zerg, am I supposed to have no larva at the start?

No idea about 1.5, but before the patch I was playing it in SEA against 1.18b AI and I didn't get larva.
ffxiv enjoyer
XChoke
Profile Joined November 2011
Australia45 Posts
August 03 2012 08:26 GMT
#350
On August 02 2012 12:45 LookNaph wrote:
Hi everyone. This is Naph.

Green Tea AI for patch 1.5 is not yet ready. We hope to have a workable version ready soon ^.^
(porting approximately 20,000 lines of code with only 2 developers is a big task!)

The production system has completely broken down due to the patch. Please wait patiently while we developers write a new (and vastly superior) one to come in the next version.

Cheers,
-Naph



Good luck on GtAI for patch 1.5!

I just wished blizzard would take your mod and make that the AI used in custom games. I tried playing against the standard AI and it just wasn't the same.
There is no imbalance...only weakness.
WeedRa
Profile Joined February 2011
Germany815 Posts
August 03 2012 15:03 GMT
#351
yeah cant wait for your fix

blizz ai sucks so hard :D
tschecko
Profile Joined August 2012
Andorra39 Posts
August 04 2012 17:41 GMT
#352
Is there an alternative for this AI? Waiting for it..
NOO
WeedRa
Profile Joined February 2011
Germany815 Posts
August 05 2012 10:21 GMT
#353
I wish i could help you but i have 0 knowledge of coding :D
Mahtasooma
Profile Joined November 2010
Germany475 Posts
August 05 2012 11:35 GMT
#354
We do appreciate your work very much.

Is there a possibility to include more recent metagame builds into the AI? Like 1rax expo or FFE into abcd?
http://twitch.tv/mahtasooma
tschecko
Profile Joined August 2012
Andorra39 Posts
August 07 2012 13:25 GMT
#355
any news?
NOO
PuPu
Profile Joined September 2011
Finland120 Posts
August 07 2012 13:49 GMT
#356
Quite amazing 0_0
"Mmm, It's nice"
WeedRa
Profile Joined February 2011
Germany815 Posts
Last Edited: 2012-08-07 23:30:27
August 07 2012 22:39 GMT
#357
Version 2.0 is out and seems to work with 1.5!

I'll upload a Daybreak-Version in a minute, if u want to test is just search for "Green Mapname"
I basically just put a Green in front of every map

forgot to mention I only publish on EU
AGsc
Profile Joined December 2010
Canada120 Posts
August 08 2012 00:38 GMT
#358
Anyone on NA know how to publish ladder maps with GTAI
Back off man, I'm a scientist.
M1cha84
Profile Joined October 2010
Germany64 Posts
August 08 2012 01:53 GMT
#359
On August 08 2012 07:39 WeedRa wrote:
Version 2.0 is out and seems to work with 1.5!

I'll upload a Daybreak-Version in a minute, if u want to test is just search for "Green Mapname"
I basically just put a Green in front of every map

forgot to mention I only publish on EU


Map works so far but Queens have their old range of 2!
dynwar7
Profile Joined May 2011
1983 Posts
August 08 2012 01:58 GMT
#360
Nobody on SEA?....
Regarding the imbalance, hilarious to see Zergs defending themselves....
LookNaph
Profile Joined August 2010
Canada59 Posts
August 08 2012 02:34 GMT
#361
Hi everyone,

Green Tea AI LIGHT for patch 1.5 is out.
http://sc2.nibbits.com/assets/green-tea-ai/

note: there seems to be reports that the AI gets stuck after several minutes into the game. Personally I have not been able to reproduce this issue. Leave a report if any of you do.

Cheers,
-Naph
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-08-08 03:36:27
August 08 2012 03:05 GMT
#362
Hi Looknaph

So great, but what do y u mean by light?

And can this be download by going to arcade, and searching for GTAI? This is what I used to do before 1.5.0

EDIT: If I cannot download this through arcade, is there a step by step guide to install this awesome mod?
Regarding the imbalance, hilarious to see Zergs defending themselves....
PlacidPanda
Profile Joined September 2011
United States246 Posts
August 08 2012 03:37 GMT
#363
Its not a mod, its a game.
Squirtle Hwaitting!!
dynwar7
Profile Joined May 2011
1983 Posts
August 08 2012 04:26 GMT
#364
Hm? Yeah this is the same GTAI before 1.5.0 right? I have been using it for ages.

....or could this be a different GTAI?
Regarding the imbalance, hilarious to see Zergs defending themselves....
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
August 08 2012 10:53 GMT
#365
It's the same one, minus the micro function. Probably to get some basic functions running smoothly with the new patch first, do some testings, then maybe the more advanced stuffs will be re-integrated later on.
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
WeedRa
Profile Joined February 2011
Germany815 Posts
Last Edited: 2012-08-08 11:50:23
August 08 2012 11:27 GMT
#366
On August 08 2012 10:53 M1cha84 wrote:
Map works so far but Queens have their old range of 2!


Hmmm I'll test it

edit: didnt happen to me O_o
dynwar7
Profile Joined May 2011
1983 Posts
August 08 2012 12:42 GMT
#367
This is the same one as old isnt it?

So, can I just go to arcade, search for "GTAI" and play? Because that is waht I used to do before 1.5.0. I went to custom, search GTAI then download and thats it. I could play GTAI in single player after I have downloaded the map.
Regarding the imbalance, hilarious to see Zergs defending themselves....
WeedRa
Profile Joined February 2011
Germany815 Posts
Last Edited: 2012-08-08 14:23:14
August 08 2012 13:24 GMT
#368
On EU I published Daybreak and Cloud Kingdom so far under "GTAI Mapname"

Will add more ladder maps later on

edit: complete mappool available on EU -> Arcade under "GTAI Mapname"

but somehow the search seems a bit buggy because the maps are not always listed
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
August 08 2012 21:44 GMT
#369
On Americas server, I uploaded 'GT AI Light Antiga Shipyard' to the multiplayer custom games (not arcade). However, as noted above, the search function is pretty buggy and most of the times the map doesn't show up in the search result. Alternatively, you can go to 'create game' --> 'popular' and keep going down until you find the map, lol. I've played a few games on it, so hopefully it isn't too far down. Once you find the map, you can bookmark it.

I'll test the map a few more times to make sure there are no complications, then I'll upload more ladder maps.
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
Ashent
Profile Joined November 2011
Korea (South)109 Posts
Last Edited: 2012-08-09 04:53:15
August 09 2012 04:48 GMT
#370
On August 09 2012 06:44 DigitalisDestructi wrote:
On Americas server, I uploaded 'GT AI Light Antiga Shipyard' to the multiplayer custom games (not arcade). However, as noted above, the search function is pretty buggy and most of the times the map doesn't show up in the search result. Alternatively, you can go to 'create game' --> 'popular' and keep going down until you find the map, lol. I've played a few games on it, so hopefully it isn't too far down. Once you find the map, you can bookmark it.

I'll test the map a few more times to make sure there are no complications, then I'll upload more ladder maps.



Hi, I haven't been able to find any maps with tags of "green tea," "greentea," "gt," or "gt ai" at all on NA. Are they functioning and published still?

Edit: nevermind.. Search function is indeed terrible.
ww
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
Last Edited: 2012-08-09 07:41:18
August 09 2012 04:53 GMT
#371
Have you tried the 'create game' --> 'popular' --> 'all' selection? I think you have to click on 'show more' like five times before you come across 'GT AI Light Antiga Shipyard' by omgJCaBomb. Remember it's under custom games in multiplayer, not arcade.

EDIT: Search function is indeed terrible, heh.
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
Koronin
Profile Joined September 2010
United States45 Posts
August 09 2012 18:13 GMT
#372
Thanks DD, it's working great. Any tips for getting this in a map? Can't seem to find the 2 XML files that came with previous versions of GTAI so I'm stuck putting it into maps.
Wanna see it? I'll show you something, a middle finger with a barrel and it's f*cking cocked. I got a new way, so you can f*ck yourself!
tschecko
Profile Joined August 2012
Andorra39 Posts
August 10 2012 10:26 GMT
#373
what is with the difficulty? what leagues are you and what AI can you beat? i struggle against middle difficulty already...
NOO
Cele
Profile Blog Joined December 2008
Germany4016 Posts
August 10 2012 10:36 GMT
#374
thx dude, this is great! keep the good work up.
Broodwar for life!
Azera
Profile Blog Joined December 2010
3800 Posts
August 10 2012 10:37 GMT
#375
I can't help but feel that this belongs under the Custom Maps section.

Great work, anyway!
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
dynwar7
Profile Joined May 2011
1983 Posts
August 10 2012 16:12 GMT
#376
1. So, where is this available? In starcraft -> custom or arcade?
2. What do I type into the search bar, GTAI?
3. What Server is this on? I think its only NA and EU at the moment?
Regarding the imbalance, hilarious to see Zergs defending themselves....
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
Last Edited: 2012-08-10 23:01:04
August 10 2012 22:25 GMT
#377
I've been testing out the map for a few more times now with no problems so far, so I'll start uploading the entirety of the ladder map pool.

On August 10 2012 03:13 Koronin wrote:
Thanks DD, it's working great. Any tips for getting this in a map? Can't seem to find the 2 XML files that came with previous versions of GTAI so I'm stuck putting it into maps.

The unitdata.xml tells the AI where to look for each unit's advanced micro function and it's not included in the current version, hence the 'light' version. I think the author(s) forgot to include the banklist.xml which allows the AI to look for existing saved settings from the GT AI options, so I included the file in the latest map update.

On August 11 2012 01:12 dynwar7 wrote:
1. So, where is this available? In starcraft -> custom or arcade?
2. What do I type into the search bar, GTAI?
3. What Server is this on? I think its only NA and EU at the moment?

1. Custom games under multiplayer mode.
2. The easiest way is to just type the first word of the map's name -- 'antiga,' 'cloud,' 'daybreak,' etc. Unfortunately, as noted in some posts above, the search function is highly unreliable and the map doesn't show up in the search results most of the time.
3. Yeah.

The only reliable way to find this map is to go through 'create game' --> 'popular' --> 'all' and keep scrolling down until you find the map. Since the map is getting some exposure now, I think you only have to click on 'show more' for four times instead of five, heh. Remember that you can always bookmark the map.

EDIT: All 1v1 ladder maps are now published.
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
HornyHydra
Profile Joined February 2011
Taiwan222 Posts
August 10 2012 23:34 GMT
#378
Will I be able to run the replay through sc2gears? I noticed that there are a lot of custom maps that won't allow sc2gears to read the data on the replay.
Prime ♥
dynwar7
Profile Joined May 2011
1983 Posts
August 11 2012 03:37 GMT
#379
Thank you digitalis

Any chance you can tellm e when its going to be up on SEA server?
Regarding the imbalance, hilarious to see Zergs defending themselves....
dynwar7
Profile Joined May 2011
1983 Posts
August 13 2012 02:58 GMT
#380
I have a new question. Why is is that when I have found GTAI, I downloaded it, then...it wont show up no my "versus AI"? In other words I have to play online...where I have lag...before 1.5.0 I was able to download GTAI, then play offline where there would be no lag.
Regarding the imbalance, hilarious to see Zergs defending themselves....
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
August 13 2012 17:04 GMT
#381
Got some serious problems with these new maps.

Bio upgrades from the tech lab all cost 50/50 more than they should.
Thor cannons are researched by default.
Zerg seems to think drone rushing is a good idea!
Something crazy is happening with creep tumors, dozens being laid on the exact same spot.
ohampatu
Profile Joined July 2010
United States1448 Posts
August 13 2012 17:26 GMT
#382
I can't believe this still exists.

I remember back in beta patch 12-13 playing against Green Tea soo many times.
Good Memories
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
LookNaph
Profile Joined August 2010
Canada59 Posts
August 14 2012 07:31 GMT
#383
On August 14 2012 02:04 Willzzz wrote:
Got some serious problems with these new maps.

Bio upgrades from the tech lab all cost 50/50 more than they should.
Thor cannons are researched by default.
Zerg seems to think drone rushing is a good idea!
Something crazy is happening with creep tumors, dozens being laid on the exact same spot.


Green Tea does nothing to change the stats/tech of units. You should inquire the person who published the map to find out how this occurred.
However, your concerns about drone rushing and creep tumors are correct; we hope to find an easy fix soon.
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
Consummate
Profile Joined April 2010
Australia191 Posts
Last Edited: 2012-08-14 09:45:13
August 14 2012 09:33 GMT
#384
Are the 1.5 versions the GT AI 1.18b ones?

I can't create lobbies =/

EDIT: Disregard this. I just read the post on the last page to search it via Custom games rather than Arcade.

Thanks!
lol
Nutwagon
Profile Joined September 2011
Canada10 Posts
August 18 2012 15:20 GMT
#385
Thanks for the update on this! Sure helps when you are trying out off races. Just one question, are there any plans to take out the gold bases on the antiga map?

Keep up the great work!
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
Last Edited: 2012-08-22 03:29:05
August 20 2012 07:34 GMT
#386
On August 11 2012 08:34 HornyHydra wrote:
Will I be able to run the replay through sc2gears? I noticed that there are a lot of custom maps that won't allow sc2gears to read the data on the replay.

Unfortunately, I don't think sc2gears can read the replays.

On August 13 2012 11:58 dynwar7 wrote:
I have a new question. Why is is that when I have found GTAI, I downloaded it, then...it wont show up no my "versus AI"? In other words I have to play online...where I have lag...before 1.5.0 I was able to download GTAI, then play offline where there would be no lag.

I have no idea. You did download the maps from the custom games section, right? That should be enough to store the maps' cache on your computer. Maybe you can try deleting the cache folder under the hidden ProgramData to clean things up. Note that it would remove all maps saved on your computer.

On August 14 2012 02:04 Willzzz wrote:
Got some serious problems with these new maps.

Bio upgrades from the tech lab all cost 50/50 more than they should.
Thor cannons are researched by default.
Zerg seems to think drone rushing is a good idea!
Something crazy is happening with creep tumors, dozens being laid on the exact same spot.

http://us.battle.net/sc2/en/forum/topic/6232743757
"Some games appearing in the “Join Game” list of the “Custom Games” menu on the StarCraft II side of the client will cause that game to be played using an older balance. As a temporary work around please start lobbies from the “Create Game” page."

EDIT: GT AI 1.21 is out. I've updated all the old GT AI maps rather than the GT AI Light ones since the update has re-integrated the zerg micro. As usual, they're in the custom games section, and remember to use 'create game' to avoid wacky balance bugs. The title format is 'GT AI Antiga Shipyard,' etc.
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
dynwar7
Profile Joined May 2011
1983 Posts
August 23 2012 13:13 GMT
#387
The maker of GTAi, did you release it on SEA server? Perhaps that has something to do with why I cant downlaod the map and play single player.
Regarding the imbalance, hilarious to see Zergs defending themselves....
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
August 23 2012 21:32 GMT
#388
On August 23 2012 22:13 dynwar7 wrote:
The maker of GTAi, did you release it on SEA server? Perhaps that has something to do with why I cant downlaod the map and play single player.

I'm not the creator, but if you prefer to play with GT AI offline only, then it may be easier to use the sc2allin1 tool. Check out http://sc2.nibbits.com/assets/starcrack-allin1/
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
dynwar7
Profile Joined May 2011
1983 Posts
August 24 2012 15:32 GMT
#389
Do you plan on releasing it in SEA...?
Regarding the imbalance, hilarious to see Zergs defending themselves....
DigitalisDestructi
Profile Joined November 2010
United States488 Posts
August 24 2012 20:01 GMT
#390
Unfortunately, I don't have an account for that region.
Deus Ex is awesome -- soundcloud.com/user9260191 -- soundclick.com/ekarinsm -- purevolume.com/ekarinsm
dynwar7
Profile Joined May 2011
1983 Posts
August 25 2012 12:16 GMT
#391
What about the other creators of GTAI?

Hope someone will upload to SEA... T_T dont know what I would do without GTAI...llo
Regarding the imbalance, hilarious to see Zergs defending themselves....
CursOr
Profile Blog Joined January 2009
United States6335 Posts
September 01 2012 02:36 GMT
#392
Finally found some on the NA server, thanks for keeping these up. <3
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
LookNaph
Profile Joined August 2010
Canada59 Posts
September 04 2012 02:02 GMT
#393
On August 25 2012 21:16 dynwar7 wrote:
What about the other creators of GTAI?

Hope someone will upload to SEA... T_T dont know what I would do without GTAI...llo



Hi. Is there a reason why you won't use the SC2Allin1 tool to launch GTAI? It is actually the preferred way to play against the AI; much faster than have someone upload maps online.
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2012-09-08 06:06:48
September 08 2012 06:04 GMT
#394
Update: New version that's let you play Gt Ai for HOTS beta to test out your strategy. Check out Greentea ai main page.
dynwar7
Profile Joined May 2011
1983 Posts
September 08 2012 06:33 GMT
#395
On September 04 2012 11:02 LookNaph wrote:
Show nested quote +
On August 25 2012 21:16 dynwar7 wrote:
What about the other creators of GTAI?

Hope someone will upload to SEA... T_T dont know what I would do without GTAI...llo



Hi. Is there a reason why you won't use the SC2Allin1 tool to launch GTAI? It is actually the preferred way to play against the AI; much faster than have someone upload maps online.


I cant'/dont understand how to use that SC2 tool.

Do you have a step-by-step guide for that?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Ashent
Profile Joined November 2011
Korea (South)109 Posts
September 08 2012 06:41 GMT
#396
I cant'/dont understand how to use that SC2 tool.

Do you have a step-by-step guide for that?


First result on google search for 'sc2allin1'

http://sc2.nibbits.com/assets/starcrack-allin1/
ww
LookNaph
Profile Joined August 2010
Canada59 Posts
September 08 2012 14:57 GMT
#397
On September 08 2012 15:41 Ashent wrote:
Show nested quote +
I cant'/dont understand how to use that SC2 tool.

Do you have a step-by-step guide for that?


First result on google search for 'sc2allin1'

http://sc2.nibbits.com/assets/starcrack-allin1/


There is a step by step guide via a link on the webpage.
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
dynwar7
Profile Joined May 2011
1983 Posts
September 09 2012 02:43 GMT
#398
Yes but this SC2 allin1 tool does not say anything about GTAI?

Is there nobody that can upload this on SEA?
Regarding the imbalance, hilarious to see Zergs defending themselves....
dynwar7
Profile Joined May 2011
1983 Posts
September 09 2012 03:06 GMT
#399
By the way I tried running it but it didnot work.

To run this application you must run one of the following etc etc .NET framework v4.0.30319 etc.

should i extract the sc2allin1 to my starcraft 2 folder or separate?
Regarding the imbalance, hilarious to see Zergs defending themselves....
trips
Profile Joined December 2010
United Kingdom107 Posts
September 09 2012 04:55 GMT
#400
it self extacts for you and goes in your C:\Program Files.

Then download beta client and play HOTS against the AI or just play WOL.(It can launch both)

Just follow the simple instructions on the SCALLIN1 web site.

http://sc2.nibbits.com/assets/green-tea-ai/ link to the AI
http://sc2.nibbits.com/assets/starcrack-allin1/ link to SCALLIN1
¯\_(ツ)_/¯
CursOr
Profile Blog Joined January 2009
United States6335 Posts
September 09 2012 17:26 GMT
#401
Still play these maps all day. Hey... just wanna comment here that even though my Terrans are researching Seige, and they have it, and it would certainly be useful in a lot of situations- they are never seiging them. I now these things aren't always simple to fix, and can be overly complex for such a seemingly simple action. But, as of now, the tanks are just rolling around with the rest of their army, unsieged.

Thanks for your work on this AI
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
ptanhkhoa
Profile Joined June 2010
Vietnam87 Posts
Last Edited: 2012-09-11 20:44:07
September 11 2012 05:00 GMT
#402
The siegetank problem due to the new patch 1.5.2 , with change some parameter. But I manage to fix these problem already, it will be in siege mod when defend and attack as well. Please wait for the new version of GT AI that will fix this problem .

P/S: It's done, check out the new version here :
GT AI 1.22
dynwar7
Profile Joined May 2011
1983 Posts
September 13 2012 11:04 GMT
#403
On September 09 2012 13:55 trips wrote:
it self extacts for you and goes in your C:\Program Files.

Then download beta client and play HOTS against the AI or just play WOL.(It can launch both)

Just follow the simple instructions on the SCALLIN1 web site.

http://sc2.nibbits.com/assets/green-tea-ai/ link to the AI
http://sc2.nibbits.com/assets/starcrack-allin1/ link to SCALLIN1

Ya it self extracted itself, it is now located in C, Prog file, SC2Allin1Beta.

I click run, it says

"To run this application you must run one of the following etc etc .NET framework v4.0.30319 etc."

What can i do now?

Also, the GTAI, where do I extract it tO?
Regarding the imbalance, hilarious to see Zergs defending themselves....
trips
Profile Joined December 2010
United Kingdom107 Posts
Last Edited: 2012-09-14 01:20:58
September 13 2012 13:48 GMT
#404
Just extract the AI to desktop and drag and drop it into the ai folder thats what i always do. On the SCALLIN1 web site there is a guide to installing for dummies(that's what its called) any problems will be listed there if not leave a post about your prob and vernam will answer you.

It took me about a minute after i installed the HOTS beta to play with SCALLIN1 its really simple.

I cant seem to get on the web site at the moment but im pretty sure you need NET framwork to play. Can you not download that from somewere?Here it is >>http://www.microsoft.com/en-us/download/details.aspx?id=17718
but check the guide for dummies just incase im wrong GL
http://sc2.nibbits.com/media/tools/files/20110417225357/SC2Allin1_Guide_for_Dummies.pdf
¯\_(ツ)_/¯
dynwar7
Profile Joined May 2011
1983 Posts
September 14 2012 12:53 GMT
#405
Wait....thanks btw

I tried searching in SEA custom games (single player) not arcade, and i found 2 GTAI!! Uploaded by SinnerX.

The name was Ohana_GTAIalan and entombedvalley_alan

So.....anybody here called sinner? At least I now have ohana and entombed valley, thank you sinnerx! Please reveal yourself lol
Regarding the imbalance, hilarious to see Zergs defending themselves....
CursOr
Profile Blog Joined January 2009
United States6335 Posts
November 06 2012 06:33 GMT
#406
When was the last time you updated this thing? ^_^

I'm getting my ass handed to me
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
dynwar7
Profile Joined May 2011
1983 Posts
November 06 2012 07:04 GMT
#407
Yeah....in SEA server only Ohana and entombed has GTAI....condemned ridge has one but who plays tehre
Regarding the imbalance, hilarious to see Zergs defending themselves....
neomax
Profile Joined January 2013
3 Posts
February 13 2013 15:11 GMT
#408
Any chance to publish the GTAI enabled maps in China server?
CursOr
Profile Blog Joined January 2009
United States6335 Posts
March 30 2013 23:36 GMT
#409
At least one person is interested in seeing these for HotS ^_^

any of them I find and load are just empty map. I hope the HotS AI changes didn't mess with your build too bad

The Blizzard AI is far too easy, and even though I've done 30 ladder games, I still stress out too much :p

Thanks again for all the good times
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
March 30 2013 23:43 GMT
#410
On March 31 2013 08:36 CursOr wrote:
At least one person is interested in seeing these for HotS ^_^

any of them I find and load are just empty map. I hope the HotS AI changes didn't mess with your build too bad

The Blizzard AI is far too easy, and even though I've done 30 ladder games, I still stress out too much :p

Thanks again for all the good times

Seconded.
Administrator
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-10-09 15:58:41
October 09 2014 15:55 GMT
#411
Sorry to bump this, but I found a lot of requests to get GTAI back to work. I did it.


> Any chance to publish the GTAI enabled maps in China server?

Done. See my Nibbits-Post below.


> At least one person is interested in seeing these for HotS

HOTS units are tricky. GTAI builds HOTS units, but they react strangely. See my post on Nibbits for more information.

http://sc2.nibbits.com/assets/green-tea-ai/

===

Quote:

> but i need advice how to fix it, or may
> be , switch off the menu (ai vs
> ai games seems to be normally)


I fixed it. Try it out:
- press F3 (Custom Games)
- Choose a map
- Create with Mod
- Search for "GTAI"
- You will find "Green Tea AI (GTAI)"

I have to learn a lot about Galaxy-Script so I just did a few things to get it back working again. Bugs with new units will remain. E.g. SwarmHosts won't burrow sometimes, even if attacked.


> ai vs ai games seems to be normally

It's supposed to do so. Take a look:

	if (checkai)
{
DialogSetVisible(GOpenMenu, PlayerGroupActive(), false);
DialogSetVisible(GOptionBoard, PlayerGroupActive(), false);
CameraLockInput(1, false);
AITimePause(false);
TimerPause(GTRoundTime, false);
UnitPauseAll(false);
TriggerDebugOutput(1, StringToText("No human player, AI automatically start"), true);
}


Since "bool checkai = true;" is true (standard value) until there is a player involved, this is normal behavior.

If you want to use GTAI in your maps ... Quick and dirty:
- Find "if (g_start > 0)" in "GTZBoard.galaxy"
- Put "g_start = 1;" above it => Starts Random General
- Find "if (checkai)" in "GTZBoard.galaxy"
- Put "checkai = true;" above it => Auto-Start
http://youtube.com/NeoBladeSC2
ETisME
Profile Blog Joined April 2011
12472 Posts
October 09 2014 16:22 GMT
#412
Understood none of that but thanks for your work
Love this ai for warming up
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-10-10 09:20:43
October 10 2014 09:20 GMT
#413
On October 10 2014 01:22 ETisME wrote:
Understood none of that but thanks for your work

I hope you understood this part:

>- press F3 (Custom Games)
- Choose a map
- Create with Mod
- Search for "GTAI"
- You will find "Green Tea AI (GTAI)"<

Everything else only matters if you want to use the GTAI in your own maps.

Love this ai for warming up

Glad to help. <3
http://youtube.com/NeoBladeSC2
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 10 2014 12:28 GMT
#414
O.o it's back. Thanks.
Moderatorshe/her
TL+ Member
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
October 16 2014 18:18 GMT
#415
New version with GT2AI 0.23: Better scouting and early attacks.

"Very Easy" to "Very hard" play different strategies. "Elite+" plays the same strats.
http://youtube.com/NeoBladeSC2
Solus420
Profile Joined April 2013
United States53 Posts
October 17 2014 03:13 GMT
#416
Added to the Ultimate Starcraft Directory - Helpful Maps Section

http://www.teamliquid.net/forum/sc2-strategy/468404-the-ultimate-starcraft-directory

http://www.reddit.com/r/starcraft/comments/2i9clc/the_ultimate_starcraft_directory/
TelecoM
Profile Blog Joined January 2010
United States10675 Posts
October 17 2014 03:19 GMT
#417
Nice man I really enjoyed warming up vs this in the beta, thanks for this!
AKA: TelecoM[WHITE] Protoss fighting
tokinho
Profile Blog Joined December 2010
United States792 Posts
October 17 2014 03:48 GMT
#418
Is there any way to have the very hard ai not have 400 extra minerals when its goes 4 gate pressure its comes at 5:30 and they have 2 bases, the third comes up by 6:15. its overbearingly strong. Also, Oracles like don't shot.. ever.
Smile
tokinho
Profile Blog Joined December 2010
United States792 Posts
October 21 2014 21:17 GMT
#419
Why does the computer warp in like 2 immortals,2 stalkers, and 4 zealots at about 10 minutes?
Smile
tokinho
Profile Blog Joined December 2010
United States792 Posts
Last Edited: 2014-10-23 19:58:18
October 23 2014 00:22 GMT
#420
4 game replays where it just blatently boosts its army by 2300 resources.

+ Show Spoiler +
Game 1
Game 2
Game 3
Game 4


Its dumb when it doesn't even expand and it cheat spawns an army greater than i can possibly have by then on the hard difficulty.

Smile
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
October 29 2014 12:40 GMT
#421
I fixed a few things, but GTAI cheats with minerals since 2011. It's supposed to and the majority of the players want it that way.

If AI playes a 4Gate you have to scout it and build proper defense. If "Hard" is too hard for you, start with "Very Easy" or "Easy".

Note: Elita-AI builds a Pylon about 0:24 which is impossible for a human player. But it always have been this way. I won't change it.

===

I released a new version. All races are attacking more aggressive now.

Protoss Update: If AI builds an Oracle, it will try to kill workers.

Zerg Update: SwarmHosts Micro is awful. Removed the unit from "CounterUnits()".
http://youtube.com/NeoBladeSC2
johnclever25
Profile Joined October 2014
United States1 Post
Last Edited: 2014-10-29 16:50:53
October 29 2014 16:27 GMT
#422
-nuked-

User was banned for this post.
tokinho
Profile Blog Joined December 2010
United States792 Posts
October 31 2014 08:18 GMT
#423
On October 29 2014 21:40 NeoBlade wrote:
I fixed a few things, but GTAI cheats with minerals since 2011. It's supposed to and the majority of the players want it that way.

If AI playes a 4Gate you have to scout it and build proper defense. If "Hard" is too hard for you, start with "Very Easy" or "Easy".

Note: Elita-AI builds a Pylon about 0:24 which is impossible for a human player. But it always have been this way. I won't change it.

===

I released a new version. All races are attacking more aggressive now.

Protoss Update: If AI builds an Oracle, it will try to kill workers.

Zerg Update: SwarmHosts Micro is awful. Removed the unit from "CounterUnits()".



Just to clarify, I didn't have a problem with the ai getting more resources. I had the problem with the fact i kill everything. Then magically 2 immortals 4 zealots and 2 stalkers appeared out of no where.
Smile
jra64
Profile Joined November 2008
United States104 Posts
November 12 2014 09:55 GMT
#424
Hey NeoBlade

Hello, I have been using GTAI ever since I played it, I'm glad you recently updated it . How do I use GTAI the latest version with my maps that are offline? Do I still have to import it like before? I tried that but it is still not working.

I heard the standard way to do it is like so:

- press F3 (Custom Games)
- Choose a map
- Create with Mod
- Search for "GTAI"
- You will find "Green Tea AI (GTAI)"

But I want to play one of my offline maps with custom triggers. How can I use GTAI completely offline?
-jra64
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-11-12 11:36:24
November 12 2014 11:28 GMT
#425
How do I use GTAI the latest version with my maps that are offline? Do I still have to import it like before?

Yes, you have to import it like you did before.

But before you do, you have to make some changes.

It is important to find this section in "GTZBoard.galaxy"

	if (checkai)
{
DialogSetVisible(GOpenMenu, PlayerGroupActive(), false);
DialogSetVisible(GOptionBoard, PlayerGroupActive(), false);
CameraLockInput(1, false);
AITimePause(false);
TimerPause(GTRoundTime, false);
UnitPauseAll(false);
TriggerDebugOutput(1, StringToText("No human player, AI automatically start"), true);
}


To always start GTAI, you have change 2 things: "g_start" and "checkai"

In more detail: If you want to use GTAI in your maps ...
- Find "if (g_start > 0)" in "GTZBoard.galaxy"
- Put "g_start = 1;" above it => Starts Random General
- Find "if (checkai)" in "GTZBoard.galaxy"
- Put "checkai = true;" above it => Auto-Start


(Quick and dirty)

Example:

// Neo 2014-10-02: "g_start" is set to 1 to start "Random General"
g_start = 1;

if (g_start > 0) // Startup: GT Start Menu


and do the same with "checkai" like mentioned above.
http://youtube.com/NeoBladeSC2
jra64
Profile Joined November 2008
United States104 Posts
November 15 2014 10:18 GMT
#426
I opened up GTZBoard.galaxy in notepad++ and did what you said, but I don't think GTAI is working, I think it's normal AI. GTAI is usually waaay better so I don't think it's working. I copied my GT2AI 0.20 folder, edited GTZBoard.galaxy and imported into a map that already has this version of GTAI on it (I assume it will just overwrite the file?). Any idea on what's going on?
-jra64
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-11-18 20:47:44
November 18 2014 20:44 GMT
#427
> I assume it will just overwrite the file?

I guess that's wrong. Try a new map, please.

Released new Version 7.0

- Bugfix: 7 Ebays with 1Rax-FE
- Increased probability: CannonRush = 12,5%
- Decreased probability for Oracle-Attack
- GTAI now always reveals its name
- Terran attacks with Banshees (if available)
- Help AI with Oracle-Production
- included "GTAI 0.26"
- Refactoring
http://youtube.com/NeoBladeSC2
jra64
Profile Joined November 2008
United States104 Posts
December 06 2014 18:23 GMT
#428
Thanks NeoBlade it worked.

Do the commands still work? Like -qr for quick restart? Have they been changed? I tried typing -help in game and it's not working. Was this removed?
-jra64
CursOr
Profile Blog Joined January 2009
United States6335 Posts
December 06 2014 21:22 GMT
#429
I may have posted in this thread more than anyone except OP. I had given up on this thing since the HOTS release!

IDK how long it has been up and running but I am so happy!

I've been playing VS hard as Zerg... Terran is super easy. Protoss is super easy. Zerg seems very difficult. Is this just because my macro is bad ... is there any chance that the Zerg AI has some sort of income hack that the other races don't in Hard Mode?

Other than that... my 1v1 is going to to go hell because I love playing the GTAI so much ... thank you VERY much.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
December 13 2014 00:59 GMT
#430
> Terran is super easy. Protoss is super easy. Zerg seems very difficult.

:D ... I have to laugh because a student of mine (I am a SC2-Coach), said almost the same thing:
"Terran is super easy. Zerg is super easy. Protoss seems very difficult."

Please try again 2 times against all 3 races (6 Replays) and post a Replay here. Thanks!


> Do the commands still work? Like -qr for quick restart?
> Have they been changed? I tried typing -help in game
> and it's not working. Was this removed?


I don't know. I know I did not change anything in this matter. If they do not work, you have to figure out why. They have a low prio to me. "-qr" will probably be fixed in the next few month.
http://youtube.com/NeoBladeSC2
CursOr
Profile Blog Joined January 2009
United States6335 Posts
December 13 2014 19:17 GMT
#431
It is obvious that this is still being worked on. I appreciate it.

It depends on the race you play

ZvZ is hard because this thing is constantly throwing units at you ... so a round of drones at the wrong time is your death. I feel like its really making me better at injects and everything while fighting is going on. I am usually a mid diamond player, but this season am high platinum because its fucking rough in there lol.

Thanks for your work, NeoBlade.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2014-12-15 02:41:25
December 15 2014 02:36 GMT
#432
...

This replay has the Zerg "Cardis" on Shattered Temple just suddenly spawn in a bunch of units at 12:55...

No eggs, i thought okay maybe they were burrowed and the animation bugged, but upon replay inspection yeah it just conjured up the units. I call shenanigans!

The old AI's like Incubus and Araq were harder, some of these new ones are hilariously bad (besides the spawn hack!)

Thanks for all your work, once again... GTAI #1 mod NA

edit: actually links the fucking replay this time
http://drop.sc/390295

edi2: thats what i call a bug report
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-12-15 17:01:49
December 15 2014 16:59 GMT
#433
> some of these new ones are hilariously bad

Which ones? Please post Replays, thanks!


> Thanks for your work, NeoBlade.

Thank you very much! I was very happy, when I read your comment.


> but upon replay inspection yeah it just conjured up the units.

I know, but since the GTAI always cheated I do not see a problem. I will take a look at your replay, though.

Spawning units only is a problem, if the GTAI opens with Triple-Hatch-Before-Pool and sends 7 Roaches at 4:46 at your base (7RR). But at 12:55 you should have Watchtowers and see the attack coming.

Spawning units should not happen if you use "Very easy" and "Easy". IIRC cheating starts with "Hard" or "Harder".

If you want to fix it yourself: Well that's very easy :D. You just need to debug about 9.900 lines of code.

Why?

GTAI uses a "Commander-System", which is a good thing, do not get me wrong. Every BO is put into a single file. 21 files per race.

Good luck!
Neo

PS: In other words ... I do not have the time to search for it.
http://youtube.com/NeoBladeSC2
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
December 30 2014 00:43 GMT
#434
Thanks for all your comments and help! Enjoy your new years eve, folks!

New version 12.1

- Bugfix: Terran-AI "Cade" did not work => CRITICAL BUG
- Bugfix: Terran-AI "Cade" tries to swap buildings without AddOns
- Bugfix: Banshee-Harass for Protoss? AI_RACE == Protoss
- Bugfix: Terran creates Oracles
- Help AI with Cloak (Terran)
- GTAI: Viper-Micro is awful, tried to remove unit
- Bugfix: GTAI-Terran always plays Banshees
- Bugfix: Contrllr of plyr (Triggering Player) == AI => user
- Changed "GTSupply" for Terran
- Tested changes to "GTName"
- Bugfix: Commander "Kate" SwapBuildings
- Included "GTAI 0.29"
- Rizzo-Mech-BO => Terran2.galaxy
- Preparde GTAI for "Elite" and "Insane"
- Added Hellbats and Hellions in AttackWaves
- Created first BO "Rizzo-Mech"
- Improvements to mech BO
- Bugfix: Terran just plays one BO, removed test trigger
http://youtube.com/NeoBladeSC2
joshie0808
Profile Blog Joined March 2011
Canada1024 Posts
December 30 2014 02:31 GMT
#435
Yay! Updates!

Thanks for your work NeoBlade! I have used GTAI for a long time (since WOL) and am excited it is still being worked on
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
January 12 2015 16:30 GMT
#436
You are welcome!

And thanks for your response!
http://youtube.com/NeoBladeSC2
DeadSpike
Profile Joined December 2012
Canada6 Posts
January 28 2015 05:08 GMT
#437
Glad to see this is still being updated.

I used to use this with SC2AllinOne to play custom maps offline but it looks like these new versions are only on Battle.net. So how would I get the mod only for use in offline?

I did create a map with the mod on Battle.net so I assume I have the mod downloaded on my computer somewhere. Where do I find it? And how do I import the mod for my custom map with the editor?

Deimos
Profile Joined June 2009
Mexico134 Posts
January 28 2015 07:32 GMT
#438
Hey Neoblade,,thx for the awesome work men!

Whats about the "ingame option" and the chance to choose a specific commander?!
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
June 05 2015 15:33 GMT
#439
Sorry, for bumping but I did not see this question:

> And how do I import the mod for my custom map with the editor?

Not possible and it never will be. I mixed SC2-Editor-UI with Galaxy-Script. You have to be an expert (sort of), extracting both and using this.


>Whats about the "ingame option" and the chance to choose a specific commander?!<

Will never work again, except someone else will fix it.

WARNING: HotS-GTAI is not maintained anymore. I released "LotV custom (GTAI)", so everybody can practise LOTV against a strong AI.
http://youtube.com/NeoBladeSC2
LithicLeafy
Profile Joined June 2015
2 Posts
June 07 2015 00:53 GMT
#440
The mod has been fantastic, thanks for all your work Neo.

Looking forward to trying it in LOTV.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2015-06-10 23:46:04
June 10 2015 23:45 GMT
#441
> Looking forward to trying it in LOTV.

It is available for everyone. Hit F3 in SC2 open a map with a Mod and search for "GTAI". You will find "LOTV custom (GTAI)".

FYI: You cannot upload Mods in LOTV Beta.

http://www.teamliquid.net/forum/legacy-of-the-void/471982-lotv-custom-unofficial-fan-alpha

[image loading]
http://youtube.com/NeoBladeSC2
joshie0808
Profile Blog Joined March 2011
Canada1024 Posts
June 10 2015 23:49 GMT
#442
Hi Neo, thanks for all your work.

Just wondering when you say that it only LotV GTAI will be maintained, are the unit stats/units up to date with the latest patch on LotV?
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
June 15 2015 15:21 GMT
#443
> Just wondering when you say that it only LotV GTAI will be maintained, are the
> unit stats/units up to date with the latest patch on LotV?

Yes and no.

Things I can fix easily (like MassRecall from 100 to 50) I will do. Creating the Liberator ... No way.

But if the LOTV-Team

http://www.teamliquid.net/forum/legacy-of-the-void/471982-lotv-custom-unofficial-fan-alpha

decides to work on it, my Mod is instantly upgraded.

Regards,
Neo
http://youtube.com/NeoBladeSC2
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