What do YOU want regarding Blizzard-AI? If you could write a letter to Blizzard, regarding features making the AI more challenging, what would that be? Which openings or strats should it play?
First of all the latest updates, afterwards (see below) you will get further information ...
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Updates 2014-07-07 General: - Daybreak: WarpPrism now drops into Main and does some Warp-Ins - If a Phoenix dies a big Phoenix image is displayed
Updates 2014-07-05 General: - Working on drops (WarpPrism) - Unloading works, but Units won't attack
Updates 2014-06-28 General: - Managed to program first Micro action: If attacked Terran will use his bunker and repair it
Updates 2014-06-26 General: - I will do a new Zerg-AI (Overgrowth) without Phoenix and other triggers: 7Pool and 10Pool - Note: 6Pool is more complicated than I thought, because AI will build at least 1 Drone
- Phoenix now may die. Level: "Very easy" and "Easy" - Checked some Bullies (Default vs Always) - Changed message "Which AI?" - Kill trigger: Increased Minerals (900 => 1.000) - Moved positions of Phoenix
- Banshees attack around 10-minute-mark. They cloak now. - Reaper-Scout at around 4:30 - Vikings on Patrol at ~8:00 - Added "Korean Macro": Reduce your Minerals to 0 or below 100
- Added Hidden Nexus at three different places - If FleetBeacon is present: Tempest - Random Integer: Tempest or VoidRay - Bugfix: Sometimes AI just builds Immos => Build 1 RoboBay (Collossi) - Added "Korean Macro": Reduce your Minerals to 0 or below 100
If you do not have the time to test it, no problem, just answer the general question. But to balance my AI I need input from all kinds of players (levels).
Well, this one might. Of course it depends how you define Cheat. The AI researches upgrades as any normal Protoss would do, but to do so, you have to put a Forge on the map. That means: AI gets 150 minerals right from the start.
You can test "Elite - Agressive Push". AI has no vision, no Cheater-Resources (6 instead of 5?).
-Improve scouting and the reactions from what the AI has scouted -Instead of having the AI mix almost every unit in their compositons, have them play a certain variety of styles for every matchup. - Muta harass and micro - some more micro
Just try to make it look a bit more like a human playing in general, that's what I would like to see from the AI
1v1 Elite AI is not bad training up to Gold league in my experience
However, some things that come to mind.
The AI never does offensive drops, with any race. Warp prisms never do warp-ins. AI never does ramp wall-offs (let alone any wall-offs) Terran AI never floats buildings. Do the Zerg AI's ever burrow?
Can't really work in the same way, though. Since AI has to be (as far as I am aware) programmed via GalaxyScript, and thus would be map not account specific.
I played on extreme, way too difficult too follow all objectives despite nexus gate opening into 116supply at 10min mark. I guess I am too bad if I cant play what I want.
edit: 2nd game failed. I saw opponent comes with mass roaches/lings, I had just for fun 12 immortals+mass zealots and stalkers. I died because I was unable to protect my phoenix (object requirement) and canceling opponents expand.
I play vs A.I. all the time, just for fun. I wish the A.I. could do a really stout timing attack, which they cannot.
If I play vs Elite Terran, and want them to do a timing attack with MMM, it always ends up being this weird push with a couple of ravens, etc. I wish the A.I. would mimic a top level build (without the micro, of course) and let people train that way. Another example would be to practice as Terran vs Roach/Bane all-in.
Again, anything you implement will of course have to be without a lot of micro. But, I think it would really help if the A.I. could do specific builds that hurt low leaguers.
I wish AI could do some gimmicky builds once in a while so i can practice my improvisation skills. Something like: hidden bases proxy gateways (lol) proxy factory proxy hatch SCV pulls? and lift to gold bases
If it doesnt already exist, i'd like to have an option to play a build on my own, and then ai to mimic what i did so i can test things like timings etc against it without having to call for a practice partner.
What do YOU want regarding Blizzard-AI? If you could write a letter to Blizzard, regarding features making the AI more challenging, what would that be?
the ability for the AI to actually be used on the resume from replay feature. and then on top of that control a battle...
I find that the strategy/build/composition selections for AI players in the lobby never or hardly seem to work.
The AI never uses any HotS units at all, which is just ridiculously uncaring and dumb by Blizzard.
Regarding more advanced/harder things: - can't/doesn't wall or pseudo-wall - generally doesn't seem react to nearby threats until those threats are actually attacking them or in visual range (even if it has cheating vision) - has significant problems dealing with cloaked/burrowed units blocking buildings - has problems dealing with cheap/abusive harass, including worker harass/distraction I think. - doesn't seem to specifically counter the enemy's units optimally or even at all.
I'm of the opinion that until AIs get decent, they should be able to use and abuse complete cheating vision, since it's as if it's a good player making smart predictions and lucky guesses (all too often a player may think someone's maphacking when really they were just lucky and/or smart, and the AI should reflect such worst-case scenarios).
> The AI never does offensive drops, with any race.
Good tip. I will fix that. In one Tychus-Mission there are Warp-Prism-Drops. I will use this AI-logic.
> Warp prisms never do warp-ins.
I think I can fix that, too.
> AI never does ramp wall-offs (let alone any wall-offs)
To create a wall-off is totally simple, but to use them, really is difficult. E.g. I can create a wall (Terran) at the ramp. No problem. Any time I want. I can let the AI rebuild it. No problem. But the AI will not raise a supply depot if attacked. There might be some triggers to raise the Depot if damaged, but then the AI has to repair it. Afterwards you have to give the command to lower it again. Not an easy task. But if it's important for the community, I will try it.
> Terran AI never floats buildings.
I do not think I will fix that. Messing with Saturation is totally difficult. E.g. If I order the AI to build a Queen in a Hatch, all Drones are removed from Gas. I spent several hours to figure that out. At first I was totally lost, when the AI stopped mining gas.
> Do the Zerg AI's ever burrow?
Yes, like Queens and Drones. Could be GT AI, what I have in mind, but I am pretty sure the Blizzard-AI can do it on Elite and Cheater+.
I think I can manage to do something like Roach-Burrow (Heal). At least I will try.
Great idea, but that would need a complete team. Just building a website like this is a lot of work.
> I played on extreme, way too difficult too follow all objectives
Extreme = Elite? Well to start with Elite is like Silver plays against a Diamond in his first game of the saison. If you are Gold try "Medium", then "Hard" or "Harder".
I designed "Elite" to be a challenge for a Diamond player. A Master had no problems with it. He almost lost a Hatch to Void Rays, though.
> I died because I was unable to protect my phoenix (object requirement) and > canceling opponents expand.
> I played on extreme, way too difficult too follow all objectives
Extreme = Elite? Well to start with Elite is like Silver plays against a Diamond in his first game of the saison. If you are Gold try "Medium", then "Hard" or "Harder".
I designed "Elite" to be a challenge for a Diamond player. A Master had no problems with it. He almost lost a Hatch to Void Rays, though.
> I died because I was unable to protect my phoenix (object requirement) and > canceling opponents expand.
This is not a problem with the AI, but you are right. Protecting your Phoenix is important, since the Mental Checklist (Day9) requires to constantly move and watch your army (Phoenix). (Wiki)Mental_Checklist http://day9.tv/d/Day9/day9-daily-360-mental-checklist-exercises/
If you find that too difficult, just move your Phoenix to a save spot, where no attack is possible.
You should have been able to kill an expansion with 12 Immos and Mass Zealot, should you not?
Yes Elite. And I thought I can kill an expansion at any time. It said "dead" before the fight happened, and opponent did some mutas to kill my phoenix, all phoenix survived.
EDIT: Inactive. Quote: "This project has become inactive. This project is inactive and its default file will likely not work with the most recent version of StarCraft II. The author may have abandoned it, or it may have outlived its usefulness."
IMHO they should ask to join forces with the GTAI (Green Tea AI) project.
Quote: "these calls can be expensive, they also ignore units/buildings when pathing. returns -1 if no path/known building native int AIPathDistToNearestKnownEnemyStructure (int player, point loc, bool onlyDropoffs); native int AIPathDistToNearestFriendlyStructure (int player, point loc, bool onlyDropoffs); native bool AICanPathToAnyKnownEnemyStructure (int player, point loc, bool onlyDropoffs);"
They try to create a complete new AI. Like GTAI (Green Tea AI) some patches will destroy their logic. Old GTAI maps won't work with HOTS anymore. New versions will, but if you use GTAI SC2gears won't work with the replays. I could live with that, but GTAI has other problems, too. Open a new map with the latest GTAI version and see for yourself.
It builds HOTS units though.
> The AI never uses any HotS units at all, which is just ridiculously > uncaring and dumb by Blizzard.
I agree and I fixed that for Protoss. Just start "Daybreak NeoMT" and see for yourself. It will attack you with MCore and Tempest.
> I want a good AI for Starbow to help new players learn it better, could you do that?
Yes, but I am not interested in Starbow. Never played it, sorry.
> generally doesn't seem react to nearby threats until those threats > are actually attacking them or in visual range
Good point. I will keep that in mind.
But I need Replays with my AI on that one. My AI blocks the a third hatch. If Zerg attacks that Pylon and WarpGates are ready, the AI will defend it.
> I play vs A.I. all the time, just for fun. I wish the A.I. could do a > really stout timing attack, which they cannot.
You are right. If you choose "DT rush" it builds a Dark Shrine at 6:15 or 6:30. But sometimes the AI does not attack.
To force the AI to execute a specific BO is too difficult. Start a map with GTAI and see for yourself. All openings are from WOL. Therefore such an AI would need constant attention and a deep understanding or the current Meta-Game.
If I program an AI which executes an Immo-Sentry-All-In like HerO does (with Micro), no one below Masters (Grandmasters?) will be able to hold it. But I want to support players in lower leagues. A Silver player should be able to beat "Very easy" and "Easy", but it should be harder than normal.
I think my "Very easy" is harder than Blizzard-AI "Very easy".
My AI should beat a player with good Macro & Mechanics, the most important things in SC2. Micro is an important part of SC2, but you can have all the Blink-Micro in the world. If you are 1Base, with 10 Probes the first 15 minutes in a game, you won't win against good Macro (Master level). And for lower levels it is very important to improve their Macro and work on their Mechaincs.
„If you try a get a lesson with me and you are below diamond league this is how our lesson is gonna go: I'm gonna watch you play, I'm gonna say: 'Try this really simple 1Base-Build.' And then I'm gonna tell you take this 1Base-Build and do it really, really (...) well. When you feel you can't do it any better, make it a little more complicated. (...) I tell you, make it more complicated by throwing an expansion and after you got the mechanics down solidly, you are gonna be in diamond league or high platinum." (Steven "Destiny" Bonnell im Video „Destiny going mass queens [Game 1] - Starcraft 2")
Awesome! If it is good enough I will use it for warming up before laddering. I actually don't mind play against AI so long it's not cheating or abusable. I am even ok if the AI only does all in haha
> Yes Elite. And I thought I can kill an expansion at any time.
Try "Medium" at first. If you win move on to "Hard" or "Harder". "Elite" is very strong.
Expansions: No, you don't have all the time in the world. You should deny a third expansion. If you fail, the objective will turn red. If that happens, you should immediately scout for a third base and destroy it. If the AI starts a fourth base you can destroy it, while its building, but when it's done, you die.
Reason: Scouting and attacking/harrassing is an important part of SC2. Of course you can turtle (15 minutes) on one base in Bronze and still win the game, but you can't in Platinum or Diamond.
Not an AI issue: To force a Silver/Gold player to attack and to scout, I invented a kill trigger, which kills you, if the enemy gets a fourth base. If I will make an AI-Mod, this won't happen of course.
Kill trigger: Should I go for five bases instead of four?
> hidden bases
Done. Both AIs (Zerg/Protoss) are building hidden bases.
> proxy gateways (lol) proxy factory proxy hatch
Proxy gates and proxy Hatch are possible. Proxy factory is irrelevant, because commands for WidowMines are not present in SC2 editor. I can build them, but I cannot order them to burrow.
A proxy hatch really is simple, but to put Spine Crawler there is not that simple because Creep is missing at first. But I need Regions for Bullies anywas and I think there is a trigger to check "I there creep?".
If I do Proxy Gates, I have to send all created Zealots directly to the enemy (should work with Regions and Gather Points, I guess). What would be a good number to attack? 2? 4?
> SCV pulls?
Possible, but they will attack a Nexus or do some other silly Micro. To program good Micro like that is way above my head.
> anything that makes the games more realistic
CannonRush works. If you choose "Insane" on Daybreak, the chance is 90% you will get a CR. It's a bad CR, but if a player does not scout it, it might be effective.
> and then ai to mimic what i did so i can test things
I don't think that's possible. As far as I know, you need Bullies to create buildings. E.g. YABOT used the GTAI. If you chose "Nexus First" the GTAI build a Pylon and a Nexus. But it did not build the Nexus at the Natural, the AI build it inside the Main. Therefore you need Bullies to specify an exact location.
> can't/doesn't wall or pseudo-wall
I will test it for Protoss. I am not sure how to fix a simple problem: If a Zealot is on hold position ... how does the AI recognize to move it away, when other units want to leave the base?
I could do a YufFE-wall though.
Would that be enough?
> has significant problems dealing with cloaked/burrowed units blocking buildings
I cannot reproduce this problem with Elite-AI. If I block a third or fourth Nexus on "Daybreak NeoMT", the AI a) kills the Pylon b) builds the Nexus beside it.
Can you upload a Replay using "Daybreak NeoMT", please?
> If it is good enough I will use it for warming up before laddering.
I think it is. Which server are you on? I have to check if there is the latest version ...
The AI will loose to well hidden Proxy-Gates and I don't think there is anything I can do about it. However, it's not my goal to make the AI un-cheesable. It should loose to Cheese and All-Ins, because to execute a 6Pool is not as difficult as winning a Macro game against Jaedong. The AI should beat Bronze to Dia with good Macro & Mechanics.
> I actually don't mind play against AI so long it's not > cheating or abusable.
Is your threat about your Multitasking Training map or whishes on an improved AI?
So far I haven't seen any "i" within the NeoMT. It´s a Map full of triggers, that forces the player to do what your intentions are.
Issues after some tests (Polar Night NeoMT) The Computer has a natural right from the start, a lot of creepspread, tumors and static defence. Why? An AI that has granted the term AI should be able to start with the same resources and setting than the player. The Computer starts way early to mine from the natural. The units are created randomly somewhere on the map and not made of larvae. There are seamingly lots of triggers that create unit waves rather then macroed by the AI.
The player is forced to micro Pheonixes, what is very weird if you play Terran. Mutalisks pop is triggered in close proximity of Phoenixes, which you are not allowed to micro until the mutalisks pop, and the game ends instantly if you lose a Phoenix. Overlords pop out of nothing at certain times and creep instantly the 3rd base.
The worker counter is inaccurate.
All is done by triggers and not Ai like calculated and operated on clear algorithms. An Ai should at least not waste 20+ lings on a single bunker thats on repair or 10+ mutalisks on turrets on repair, but as long as there pop units randomly without larvae consumption it's a multitasking trainer and not an AI for me at least.
The Map is useful though, for praciticing multitasking
Maps are now available at - EU - NA - KR - SEA => "Daybreak NeoMT" and "Polar Night NeoMT"
Question to all of you: Do you find Macro errors/mistakes?
> The Computer has a natural right from the start, a lot of > creepspread, tumors and static defence. Why?
If I order the AI to build the Hatch, it won't build gas there. I tried to solve this problem and I still try to solve it, but I could not do it.
If the AI has no Creep-Tumors it won't spread creep like a human does.
> The Computer starts way early to mine from the natural.
There is nothing I can do about it.
> The units are created randomly somewhere on the map and > not made of larvae. There are seamingly lots of triggers that > create unit waves rather then macroed by the AI.
If I pickup all units, which were actually build by the AI and issue an attack command it will attack with all workers, too. If I deselect all workers, after the attack Saturation is destroyed and workers move from Natural to Main and vice versa. If there is any way to force a good Saturation, please let me know.
Off-Topic: Since ordering a Hatch to build a Queen removes all Drones from gas it would help me if someone just could tell me how to order 3 Drones into gas.
> The worker counter is inaccurate.
Blizzard-Bug. All Drones in Gas are not on "Playable Map Area" anymore. They vanish.
> Overlords pop out of nothing at certain times and creep instantly the 3rd base.
I will try to fix that, but I assume it will produce the same problem as an A-Move for other units. But if it does not, I will take an Ovi, which is produced by the AI.
I was pretty happy with the GTai as it worked prepatch. I used it for my Hotkey-Training (Z23 Hotkey Trainer) maps and it played really well. If there is a way to implement this AI into your map it would be really cool though and much more challenging. I think the project is not continued. The last version I used properly was at late Beta Hots days because it was possible to play the new Hots units pre-release.
Could you imagine to help me with my trainig map idea? I called it "Unit Mix Challenge Map" and I explained what I mean with it in the official BNet forum here: http://eu.battle.net/sc2/en/forum/topic/10494680418
Could you check it out and let me know what you think?
So now first time as zerg player (My main race). I find pretty terrible that I must have >70workers to avoid dying. You know that more than 66 is very bad in ZvZ. I denied 3rd very easily on 3rd or 4th or 5th spot until 18.min, suddenly I died because AI made 4 macro-hatch at mainbase. Pretty impossible to beat at that point because there are ~15spines and ~15 spores at natural and main. Sounds like AI uses mineral cheating.
I am not sure how to get a check at denying 3rd and other ojectives?!
On June 24 2014 22:30 NeoBlade wrote: > has significant problems dealing with cloaked/burrowed units blocking buildings
I cannot reproduce this problem with Elite-AI. If I block a third or fourth Nexus on "Daybreak NeoMT", the AI a) kills the Pylon b) builds the Nexus beside it.
Can you upload a Replay using "Daybreak NeoMT", please?
I'm talking about how Blizzard AI will not use detection to destroy burrowed/cloaked units blocking thing like expansions. Building beside it is quite unacceptable because that causes a huge reduction in economy when the burrowed/cloaked unit is properly positioned (especially considering that one could use 4 units to essentially block the entire nearby area from being built upon)
Pylons aren't cloaked. I can't remember well, but I don't think buildings have been a significant problem for the AI aside from advantageously distracting it. I was referring mostly to things like burrowed zerglings. _____________________________
Shouldn't really call this an AI if it's just a training map with a bunch of triggers. Training maps like this have very limited effectiveness in many ways, not to say they aren't useful for people who want them.
> suddenly I died because AI made 4 macro-hatch at mainbase
This is a bug. Could you upload a Replay please? I have to check the position.
">70workers to avoid dying"
No, you do not. The trigger is deactivated at the 10-minute-mark. I forgot to mention that (F12 = Help), sorry. So if the AI has 50 at 10:00 you need 31. I guess that's ok. The amount is shown if you move your mouse over the Objective.
right now the Elite AI is great macro practice up to at least gold league, the one thing I wish was improved is that the ai makes absolutely terrible unit comps, like zerg AI builds a hodge podge of roaches, slow lings some banes, some infestors, If the ai stuck to 1 strong unit comp like roach hydra or ling bling muta into ultra etc it would be a lot better practice.
I would love any kind of AI or map that would do micro intensive early cheeses like proxy 2rax bunker rush TvZ, proxy 2 gate, and cannon rush. I don't know if this is possible but I'd really like it.
I'd also like if the computer had a more coherent build, its Terran ones are always a weird bio/mech mix with the odd raven and BC thrown in.
Definitely drop harrassment would be good, it would help you practice scouting for drops and responding to them even if they didn't do a great job microing them.
> I'd also like if the computer had a more coherent build
Like I said before, it's really too much work to program solid BOs. And it is not necessary to beat Bronze to Dia to use a "state-of-the-art-Meta-Game" opening. E.g. the AI uses 1Rax or 2Rax-Expand. That's good enough. It just has to attack and harrass the human opponent plus good Macro & Mechanics to beat him.
I would love any kind of AI or map that would do micro intensive early cheeses like proxy 2rax bunker rush TvZ, proxy 2 gate, and cannon rush. I don't know if this is possible but I'd really like it.
I will try that, but that will take a lot of time and I need ppl who are willing to test. Even Ling-Micro is a difficult thing.
To create a 7 and 10Pool map would be quite easy. I guess I start with that. Would you help me to test it? Add me on EU: NeoBlade.869 ... I dunno my NA charcode. NeoBlade.4xy?
(A bad) CannonRush works on Daybreak, try it please.
Definitely drop harrassment would be good, it would help you practice scouting for drops and responding to them even if they didn't do a great job microing them.
I'm on it.
> Pretty impossible to beat at that point because there > are ~15spines and ~15 spores at natural and > main. Sounds like AI uses mineral cheating.
It does not cheat. Please look at your Replay. If a Spine or a Spore is build, the AI uses a Drone & Minerals for it. The AI always gets Overmins. I don't know why, but since Zerg-AI does not mine enough Gas I order it to build static defense.
@Moderators & Admins: Is it ok to posts Updates here?
I have read your rules: "Don't use our forums as your personal marketing resource. Don't post referral links or blatant traffic grabs. It's fine to post a thread that links to your personal blog or an article you wrote or published on another site if the content is relevant to the discussion, but treat our forums as your home, not as a tool to drive traffic."
I guess this means, exzessive bumping is not tolerated and I do not plan to do it. But users like - LordYama and - Xapti and many others gave me a lot of hints and ideas which will take time to program.
I would like to inform these ppl if I have a "Xapti-Feature" ready.
The changelog I will post it in my first thread, using the EDIT function and using Spoiler-BB-Code.
> Definitely drop harrassment would be good
If you search for "NeoMT" you will find Alterzim. The AI will do Drops in the next few days. I worked on other harassment styles, though. I am glad to report: You will be attacked by cloaked banshees. If you have good map vision you can attack the Banshees before they cloak.
I implemented Reaper-Scouting, but Reaper Harass is still work in progress.
> Misleading thread title, as this post is about custom AI, not improvements in Blizzard's AI.
Yes and no. My AI executes openings like any other Blizzard-AI. Protoss-Blizzard-AI often builds 2 RoboFacilties at once. It still does. Improvement: It actually builds something in those Robos. Blizzard-AI builds a Stargate. Improvement: My AI will build Tempest, which the Blizzard-AI won't do.
It's not my goal to create a new GTAI. It's my goal to improve the Blizzard-AI. E. G. A big problem for all of them was: SupplyBlocks. Terran AI: My first version had a TSC (Time Supply Capped) of "7:28". I will try to reduce it below 0:59.
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Updates 2014-06-26 General: - I will do a new Zerg-AI (Overgrowth) without Phoenix and other triggers: 7Pool and 10Pool - Note: 6Pool is more complicated than I thought, because AI will build at least 1 Drone
- Added Hidden Nexus at three different places - If FleetBeacon is present: Tempest - Random Integer: Tempest or VoidRay - Bugfix: Sometimes AI just builds Immos => Build 1 RoboBay (Collossi) - Added "Korean Macro": Reduce your Minerals to 0 or below 100
- Arcade Lobby still is broken ... Player User => None - Bugfix: Objective "Deny enemy expansions" never failed - HiddenCC: Decreased from 80% to 60% - Changed positions of SupplyDepots (Help AI) - Air Strike 2 needs testing (Raven Harass) - Added Air Strike 3: Cloaked Banshees - AI bug: Sometimes AI does not research stim => FIXED - Added Rax with TechLab (EarlyGame) - Added Air Strike 2 (Raven) - Bugfix: Forgot TestAction +2K Minerals
- Phoenix now may die. Level: "Very easy" and "Easy" - Checked some Bullies (Default vs Always) - Changed message "Which AI?" - Kill trigger: Increased Minerals (900 => 1.000) - Moved positions of Phoenix
If it doesnt already exist, i'd like to have an option to play a build on my own, and then ai to mimic what i did so i can test things like timings etc against it without having to call for a practice partner.
This would be awesome. Like the old Need for Speed games where you could race against your chost, and see if you can beat it.
I play AI too much. Especially for someone in diamond and I have spent a lot of time with AI's in both BW and WCIII
In my opinion, the most overlooked thing in AI design is that they are trying to make 1 generic AI that will work on all maps. This is not the best way to go about it! Having an AI framework for any map is of course vital, with a selection of build orders and such. But, giving it map specific variables and "regions" for it to scout, build in more often, or prioritize over others, should be done.
Think about a human player, there are areas you are going to scout more for proxys, places you are more likely to cannon rush based on which map you are on ... and blizzard should not be afraid to implement these into the AI. The old Green Tea AI would cannon rush, and I am sure it could be programmed to proxy and randomize it's build orders more than the current AI. Upping the "micro" of the AI is one way to go about it, but really giving the AI a real variety of build orders, and more if/else statements regarding scouting of early hatches, early gas etc based on scouting would be VERY interesting.
Updates 2014-07-05 General: - Working on drops (WarpPrism) - Unloading works, but Units won't attack
> I do however think this is not possible
You are right.
In my opinion, the most overlooked thing in AI design is that they are trying to make 1 generic AI that will work on all maps.
Please take a look at my maps, my AI takes the map design into account. To build a generic AI reacting to every map (e.g. islands) is almost impossible.
All maps: - Scouting was increased (4:00 to 4:30) - If a Phoenix dies a big Phoenix image is displayed - Gas is now build if an expansion is ready - Alterzim: Removed Ebay
I have played many, many games against the computer's Terran Elite A.I. and I actually think it has much to recommend it to get a beginning player to, say, gold level ladder play by making you build units efficiently and scout what units it is going to make.
The good things I would have to say about the Blizzard Elite Terran AI:
-It seems have fairly realistic and moderately aggressive timing for getting expansions and building workers, sometimes comparable to what good human players would do, this is improved from earlier HOTS versions which were very slow to take their second and third bases and would max out at around 50ish workers.
-If it does significant damage with an early attack it stays aggressive and actually can close out a game by continually applying pressure and not letting you back on your feet.
The bad:
-It does not make enough production facilities. So if you win a major engagement of maxed or near maxed armies, even if it has plenty of bases and economy it won't have enough barracks or factories to remax and you can win fairly easily just by remaxing a lot faster than the computer. Simply pumping out units should be something the computer could excel at. For a given unit composition (bio or mech), should it not have some algorithm in mind for how many factories or barracks/starports it should put down when it has a 2 base versus a 3, 4 and 5 base economy?
-It only maximizes research of bio upgrades, even when the build is clearly mostly mech units, Thors and hellbats, and it has built 4 factories and twin armories, it only researches +1 armor for its mech units. Even if bio units are only a small portion of its army it will research those upgrades to 3/3 over time, but it never seems to go beyond +1 armor for mech even when it has loads of money, unless the game goes very very long.
-I would think that an early 7 or 8 hellbat bum rush would be something the computer could execute fairly easily. The type that just beats down your front door as Zerg and doesn't rely on making medivacs or dropping. It should not require any micro really except transforming to hellbats right outside your base. It would actually be pretty valuable to me if the Terran Elite A.I. mixed in a build like this to practice trying to defend it with slow banelings vs. roaches vs. lots of queens and lings and spines. If that A.I. can do a cloaked banshee rush, and it occasionally does, it should certainly be able to do this.