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Active: 591 users

What do YOU want regarding Blizzard-AI?

Forum Index > SC2 General
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NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-07-07 09:51:09
June 23 2014 10:32 GMT
#1
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 ...

===

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

+ Show Spoiler +
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


Updates 2014-07-04 "Multitasking Trainer Alterzim (NeoMT)" => Terran
+ Show Spoiler +
- 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


Updates 2014-07-04 "Polar Night NeoMT" => Zerg
+ Show Spoiler +
- Added new Feature: Korean Macro
- Phoenix now may die. Level: "Very easy" and "Easy"
- Changed name from "AI" to "NeoAI"
- Bugfix: SCV image vanished
- Added new feature: Larva image (Hatches x3)
- Changed message "Which AI?"
- Kill trigger: Increased Minerals (900 => 1.000)


Updates 2014-06-26 "Multitasking Trainer Alterzim (NeoMT)" => Terran
+ Show Spoiler +
- 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


Updates 2014-06-26 "Daybreak NeoMT" => Protoss
+ Show Spoiler +
- 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


Updates 2014-06-11 "Polar Night NeoMT" => Zerg
+ Show Spoiler +
- Bugfix: If AI has not enough Drones, do NOT build Spines
- Added "Korean Macro": Reduce your Minerals to 0 or below 100


===

Any comment is appreciated, but you should know about some options (AI "Elite") you can choose:
  • Protoss: DT-Rush
  • Zerg: Mutalisk (aggressive)
and so on. As you might know: Programming an AI-Taeja or AI-HerO is impossible (with my limited time).

[image loading]

I usually train new openings against Elite-AI. With Eco-Focus it will leave me alone long enough so I can practise my build.

Why do I need your help?
I know some things about the SC2-Editor. And I want to create a suitable (but challeging) AI for Bronze to (Low)Masters.

How would I answer my own question? Blizzard-AI has a lot of bugs: Protoss-Elite-AI
  • does not build a Mothership Core
  • often builds two Robotics Facilities, but not use them for a long time (bad Macro)
  • rarely (below 2%) builds units like Oracle or Tempest
Anybody can help, I truly mean it. If you are Bronze just test my AI on "Very Easy" and tell me if it was too hard to beat it.

How to test my AI (EU/NA):
  • SC2-Main-Screen: Press F4 (Arcade)
  • Filter: NeoMT
  • Choose "Daybreak NeoMT" => Protoss
  • Choose "Polar Night NeoMT" => Zerg
Screenshot:
+ Show Spoiler +
Arcade: How to find the map ...
[image loading]


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).

[image loading]

VODs & Replays
- http://y2u.be/GyQPR05-qmw (German)
- http://drop.sc/379719
- http://drop.sc/382029

What I can and can't do:
  • Create a (bad) CannonRush
  • Sometimes build a HiddenNexus (SC2-Editor: Random Integer)
  • Can't improve AI-Micro
  • Can't create openings (6Pool, 111) => I know that's possible, but difficult.
  • Cant' do everything you like/imagine, because the SC2-Editor contains bugs.
  • E.g. you can order a Stalker to blink, but you cannot issue the order "Activate Pulsar Beam"
  • E.g. can't build Queens as Zerg => If I do almost all Drones will stop mining gas.
My background: I am a contributer (Silver Coin) for Liquipedia and I try to improve my articles (Wiki):
  • Mental Checklist
  • Multitasking Trainer
I am a German SC2-Coach for more than two years now.

All NeoMT (NeoBlade Multitasking Trainer) maps should help you, to improve your Mental Checklist.

[image loading]

Additional informations:
[Trigger/AI] Making your own SkyNet(Wiki)
http://youtube.com/NeoBladeSC2
GoldenH
Profile Blog Joined March 2010
1115 Posts
June 23 2014 11:52 GMT
#2
Can you teach it micro styles? Like stutter step or blink micro?
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-06-23 12:13:23
June 23 2014 12:11 GMT
#3
As I wrote above ... :D

What I can and can't do: (...) Can't improve AI-Micro

Blink-Micro could work, but would a lot ... REALLY a lot of work.

Did you test the AI (map)?
http://youtube.com/NeoBladeSC2
Aquila-
Profile Blog Joined April 2011
516 Posts
June 23 2014 12:39 GMT
#4
I want an AI that can beat me without cheating...not gonna happen I guess -_-
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-06-23 15:59:46
June 23 2014 15:58 GMT
#5
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?).

Did you beat the AI? Replay?
http://youtube.com/NeoBladeSC2
Desive
Profile Joined July 2012
Spain13 Posts
Last Edited: 2014-06-23 16:36:52
June 23 2014 16:35 GMT
#6
-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
graNite
Profile Blog Joined December 2010
Germany4434 Posts
June 23 2014 16:39 GMT
#7
I would really like an AI that can beat me without cheating with insane micro.
maybe you can get help/code from the maker of the automaton2000

"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
June 23 2014 18:10 GMT
#8
Moved to sc2 general.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
June 23 2014 18:14 GMT
#9
One that is able to make a wall-off
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
frajen86
Profile Joined February 2014
168 Posts
June 23 2014 18:30 GMT
#10
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?

purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2014-06-23 18:49:06
June 23 2014 18:45 GMT
#11
SC2 should have competition for bots
http://webdocs.cs.ualberta.ca/~cdavid/starcraftaicomp/

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.
T P Z sagi
Dingodile
Profile Joined December 2011
4133 Posts
Last Edited: 2014-06-23 18:54:43
June 23 2014 18:50 GMT
#12
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.
Grubby | ToD | Moon | Lyn | Sky
ZenithM
Profile Joined February 2011
France15952 Posts
June 23 2014 18:51 GMT
#13
Didn't the Green Tea AI already bring many improvements on the basic AI?
Xiphias
Profile Blog Joined May 2010
Norway2223 Posts
June 23 2014 18:51 GMT
#14
I want a good AI for Starbow to help new players learn it better, could you do that?
aka KanBan85. Working on Starbow.
Ctone23
Profile Blog Joined December 2012
United States1839 Posts
June 23 2014 18:56 GMT
#15
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.
TL+ Member
404AlphaSquad
Profile Joined October 2011
839 Posts
June 23 2014 19:04 GMT
#16
Oh wow, I would really appreciate some starbow maps with playable AI to introduce new players for this mod.
aka Kalevi
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
Last Edited: 2014-06-23 19:07:52
June 23 2014 19:07 GMT
#17
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

anything that makes the games more realistic
czaku
Profile Joined June 2011
Poland429 Posts
June 23 2014 19:44 GMT
#18
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.
Fus
Profile Joined August 2010
Sweden1112 Posts
June 23 2014 19:45 GMT
#19
Want the Ai to be as challenging as possible to beat (Not cheaint Ai)
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
KiF1rE
Profile Blog Joined November 2009
United States964 Posts
June 23 2014 19:50 GMT
#20
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...
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
June 23 2014 20:03 GMT
#21
I'd like an AI that does a worker rush and then does ridiculous mineral drilling/repair/etc micro, it would be pretty funny.

Turtles was looking for people to help out on his AI: http://www.sc2mapster.com/maps/asalt/forum/
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?
Jer99
Profile Blog Joined April 2011
Canada8157 Posts
June 23 2014 20:20 GMT
#22
I remember a while back there was something called EagleAI but i'm pretty sure it's been abandoned
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Xapti
Profile Joined April 2010
Canada2473 Posts
June 23 2014 21:02 GMT
#23
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).
"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!"
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-06-24 10:58:14
June 24 2014 10:57 GMT
#24
> 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.


> http://webdocs.cs.ualberta.ca/~cdavid/starcraftaicomp/

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.


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).
http://wiki.teamliquid.net/starcraft2/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?
http://youtube.com/NeoBladeSC2
TAMinator
Profile Joined February 2011
Australia2706 Posts
June 24 2014 11:22 GMT
#25
Make AI less easily abused (hard I know)
Dingodile
Profile Joined December 2011
4133 Posts
June 24 2014 11:22 GMT
#26
> 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.
Grubby | ToD | Moon | Lyn | Sky
Dingodile
Profile Joined December 2011
4133 Posts
June 24 2014 11:26 GMT
#27
On June 24 2014 20:22 TAMinator wrote:
Make AI less easily abused (hard I know)

Are you talking about AI with cheating? PvP is the easiest Matchup to win even without cannon rush or proxy stuff.
Grubby | ToD | Moon | Lyn | Sky
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-07-08 16:19:23
June 24 2014 11:46 GMT
#28
> http://www.sc2mapster.com/maps/asalt/forum/

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")
http://youtube.com/NeoBladeSC2
ETisME
Profile Blog Joined April 2011
12399 Posts
June 24 2014 12:45 GMT
#29
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
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: 2014-06-24 18:04:15
June 24 2014 13:30 GMT
#30
> 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.

[image loading]

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.


What does that exactly mean?
http://youtube.com/NeoBladeSC2
Zulu23
Profile Joined August 2011
Germany132 Posts
June 24 2014 18:38 GMT
#31
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






NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-06-24 19:22:35
June 24 2014 19:15 GMT
#32
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.


> All is done by triggers

This is intended.

Additional informations:
[Trigger/AI] Making your own SkyNet
http://youtube.com/NeoBladeSC2
Zulu23
Profile Joined August 2011
Germany132 Posts
June 24 2014 19:35 GMT
#33
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?

BR
Dingodile
Profile Joined December 2011
4133 Posts
June 24 2014 19:54 GMT
#34
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?!
Grubby | ToD | Moon | Lyn | Sky
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2014-06-24 21:55:32
June 24 2014 21:47 GMT
#35
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.
"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!"
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-06-24 23:45:35
June 24 2014 22:58 GMT
#36
> 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.
http://youtube.com/NeoBladeSC2
SlammerIV
Profile Joined December 2013
United States526 Posts
June 24 2014 23:19 GMT
#37
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.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
June 24 2014 23:47 GMT
#38
I will add Ultras for Zerg. Unit-Mix for Protoss is quite good I guess.

New Release: "Multitasking Trainer Alterzim (NeoMT)" => Terran
http://youtube.com/NeoBladeSC2
LordYama
Profile Joined August 2010
United States370 Posts
June 25 2014 02:09 GMT
#39
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.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-06-25 15:22:30
June 25 2014 14:00 GMT
#40
> 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.
http://youtube.com/NeoBladeSC2
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-06-26 12:21:09
June 26 2014 11:55 GMT
#41
@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.
http://youtube.com/NeoBladeSC2
ETisME
Profile Blog Joined April 2011
12399 Posts
June 26 2014 13:12 GMT
#42
Pretty sure if you are bumping the thread with contents, it will be fine.
Also I am liking the map, can't wait to see more updates
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Mahanaim
Profile Joined December 2012
Korea (South)1002 Posts
June 26 2014 14:23 GMT
#43
The Automaton AI video always gives me chills bro. Absolutely insane.
Celebrating Starcraft since... a long time ago.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
June 26 2014 14:27 GMT
#44
Misleading thread title, as this post is about custom AI, not improvements in Blizzard's AI.
You don't choose to play zerg. The zerg choose you.
Taronar
Profile Joined December 2011
Netherlands177 Posts
June 26 2014 15:02 GMT
#45
On June 26 2014 23:23 Mahanaim wrote:
The Automaton AI video always gives me chills bro. Absolutely insane.



It always did for me, the guy sadly is not with us anymore else it would be great to have him on improving the AI...
SKT1.Rain | SKT1.PartinG | Liquid TaeJa | Startale Life
Figgy
Profile Joined February 2011
Canada1788 Posts
June 26 2014 15:07 GMT
#46
On June 27 2014 00:02 Taronar wrote:
Show nested quote +
On June 26 2014 23:23 Mahanaim wrote:
The Automaton AI video always gives me chills bro. Absolutely insane.



It always did for me, the guy sadly is not with us anymore else it would be great to have him on improving the AI...


He died??
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.
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-06-26 15:46:48
June 26 2014 15:45 GMT
#47
> 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.


===

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

Updates 2014-06-26 "Multitasking Trainer Alterzim (NeoMT)" => Terran
+ Show Spoiler +
- Banshees attack around 10-minute-mark. They cloak now.
- Reaper-Scout at around 4:30
- Added "Korean Macro": Reduce your Minerals to 0 or below 100


Updates 2014-06-26 "Daybreak NeoMT" => Protoss
+ Show Spoiler +
- 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


Updates 2014-06-11 "Polar Night NeoMT" => Zerg
+ Show Spoiler +
- Bugfix: If AI has not enough Drones, do NOT build Spines
- Added "Korean Macro": Reduce your Minerals to 0 or below 100
http://youtube.com/NeoBladeSC2
graNite
Profile Blog Joined December 2010
Germany4434 Posts
June 26 2014 16:41 GMT
#48
On June 26 2014 23:23 Mahanaim wrote:
The Automaton AI video always gives me chills bro. Absolutely insane.


Maybe you like this even more. Start at 1:00
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Leviance
Profile Joined November 2009
Germany4079 Posts
Last Edited: 2014-06-27 14:39:43
June 27 2014 14:35 GMT
#49
Are the Ursadak / Automaton AI's actually able to play a game from start to finish? Or just micro in certain scenarios against certain units?
"Blizzard is never gonna nerf Terran because of those American and European fuck" - Korean Netizen
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
June 27 2014 21:30 GMT
#50
Updates 2014-06-26 "Multitasking Trainer Alterzim (NeoMT)" => Terran
+ Show Spoiler +
- 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
http://youtube.com/NeoBladeSC2
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
July 03 2014 23:57 GMT
#51
Thank you, community!

Important feedback (Bnet/ingame):

1. AI should try to engage through a Watchtower, to encourage defending the watchtower.
2. Bronze and Silver should not die, if they loose a Phoenix.

Option #1: Do not pickup the phoenix
Option #2: I changed the map. See below.

Updates 2014-07-04 "Multitasking Trainer Alterzim (NeoMT)" => Terran
+ Show Spoiler +
- 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


Updates 2014-07-04 "Polar Night NeoMT" => Zerg
+ Show Spoiler +
- Added new Feature: Korean Macro
- Phoenix now may die. Level: "Very easy" and "Easy"
- Changed name from "AI" to "NeoAI"
- Bugfix: SCV image vanished
- Added new feature: Larva image (Hatches x3)
- Changed message "Which AI?"
- Kill trigger: Increased Minerals (900 => 1.000)
http://youtube.com/NeoBladeSC2
ZedraC
Profile Joined February 2011
South Africa109 Posts
July 04 2014 11:47 GMT
#52
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 do however think this is not possible.
"What am I supposed to build to kill the things that look like giant dung beetles that eventually show up?" - beginner on battlenet forums. LMAO
CursOr
Profile Blog Joined January 2009
United States6335 Posts
Last Edited: 2014-07-04 15:31:57
July 04 2014 15:31 GMT
#53
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.

Thank you!
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-07-05 11:32:08
July 05 2014 11:30 GMT
#54
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.
http://youtube.com/NeoBladeSC2
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
July 07 2014 09:48 GMT
#55
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

> The old Green Tea AI would cannon rush

Mine does, too. Please take a look at Daybreak (Arcade Filter "NeoMT")


> but really giving the AI a real variety of build orders

Possible but too much work. Read my posts in this thread for more informations.
http://youtube.com/NeoBladeSC2
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
Last Edited: 2014-07-15 02:11:43
July 15 2014 02:11 GMT
#56
Blink-Micro ... DID IT! :D

Not like a Master-Player, but it's ok I guess.

+ Show Spoiler +
[image loading]

[image loading]


AI did not loose a single Stalker in this fight (Elite-AI vs. Elite-AI). But more importantly it had way better Macro (e. g. 58 to 37 workers)
http://youtube.com/NeoBladeSC2
NeoBlade
Profile Blog Joined April 2011
Germany262 Posts
September 02 2014 05:59 GMT
#57
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
http://youtube.com/NeoBladeSC2
LordYama
Profile Joined August 2010
United States370 Posts
October 26 2014 04:57 GMT
#58
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.

Thanks for your work on this!
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