Micro AI Bot - Page 5
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JieXian
Malaysia4677 Posts
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ParanoidParadox
3 Posts
![]() i dont know anything about coding or programming but im quite curious about how you make them, can you (in english) tell us how the marine split micro is done, or maybe give us a glance of ur code? :D | ||
TheBalanceIssue
Singapore41 Posts
On November 14 2015 15:27 ParanoidParadox wrote: this channel is really underrated and has too few subs and views, gonna share them to give it a bit more attention ![]() i dont know anything about coding or programming but im quite curious about how you make them, can you (in english) tell us how the marine split micro is done, or maybe give us a glance of ur code? :D Thanks for ur support, ParanoidParadox, as well as almost everyone else :D For the marine split micro, basically, each time a Baneling gets close to a Marine (cant remember the exact numbers), the AI will issue an order to the Marine to flee towards the best point. The AI has quite a complicated algorithm in calculating the location of the point, but basically Micro AI will calculate the safest angle based on the units around the Marine then get the Marine to move towards the point away from the Baneling. This is similar to some of the other scenarios as well, such as Vikings vs Battlecruisers. If you guys want me to explain anything else, tell me :D | ||
ParanoidParadox
3 Posts
On November 14 2015 16:20 TheBalanceIssue wrote: Thanks for ur support, ParanoidParadox, as well as almost everyone else :D For the marine split micro, basically, each time a Baneling gets close to a Marine (cant remember the exact numbers), the AI will issue an order to the Marine to flee towards the best point. The AI has quite a complicated algorithm in calculating the location of the point, but basically Micro AI will calculate the safest angle based on the units around the Marine then get the Marine to move towards the point away from the Baneling. This is similar to some of the other scenarios as well, such as Vikings vs Battlecruisers. If you guys want me to explain anything else, tell me :D thx for ur responsoe, exactly what i needed! i have another question: whats the AI's APM in each of these scenarios as shown in yr latest video about micro ai in real game scenarios? | ||
UR.Solo
Canada13 Posts
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BreakfastBurrito
United States893 Posts
On November 20 2015 13:24 UR.Solo wrote: This seems as heartless as map hacking. its not being used in multi | ||
Cascade
Australia5405 Posts
On November 20 2015 13:24 UR.Solo wrote: This seems as heartless as map hacking. Wow, I wonder how I'd react if someone pulled micro like that against me in a ladder game. ![]() | ||
IskatuMesk
Canada969 Posts
If it's Tactical AI it can be implemented in melee. I'm actually very interested in replicating the viking micro for my private campaign. But I also like to conditionalize stuff so it doesn't waste energy/cpu for nothing (no point trying to kite wraiths or gunships in my campaign for example). The vanilla melee AI is insanely wasteful on CPU so performance as been a huge focus for the last 6 years. Currently we have tactical AI for smarter ravens and some other stuff (basic things, like more aggressive missiles, backing away once expending mana, etc) but we're far from experienced scripters and have been picking it up as we go along. Our solution is far superior to melee for campaign environments right now, but I don't have any tactical AI examples to go off of besides vanilla stuff for all of our new units/races. | ||
TheBalanceIssue
Singapore41 Posts
On November 21 2015 01:12 IskatuMesk wrote: Is this Tactical AI or straight Galaxy? Or GUI? If it's Tactical AI it can be implemented in melee. I'm actually very interested in replicating the viking micro for my private campaign. But I also like to conditionalize stuff so it doesn't waste energy/cpu for nothing (no point trying to kite wraiths or gunships in my campaign for example). The vanilla melee AI is insanely wasteful on CPU so performance as been a huge focus for the last 6 years. Currently we have tactical AI for smarter ravens and some other stuff (basic things, like more aggressive missiles, backing away once expending mana, etc) but we're far from experienced scripters and have been picking it up as we go along. Our solution is far superior to melee for campaign environments right now, but I don't have any tactical AI examples to go off of besides vanilla stuff for all of our new units/races. This is made using GUI, I never really got to understand Tactical AI. If you need the viking micro for your map I can give you a download link ![]() Also note that I won't really be making videos of Micro AI very often in future, cos I'll be working on implementing Micro AI to another AI (DORFL AI), an AI partially completed by another guy. | ||
IskatuMesk
Canada969 Posts
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TheBalanceIssue
Singapore41 Posts
Note that it's not the most optimized code, if you have any questions feel free to ask me ![]() | ||
IskatuMesk
Canada969 Posts
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TheBalanceIssue
Singapore41 Posts
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TheBalanceIssue
Singapore41 Posts
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Sickill187
United States10 Posts
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Leviance
Germany4079 Posts
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TheBalanceIssue
Singapore41 Posts
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EmKey
Korea (South)631 Posts
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Chilling5pr33
Germany518 Posts
Whoever Says an AI like deepmind ought to have the capacity to have boundless APM in a Human versus AI match is simply dumb. | ||
Leviance
Germany4079 Posts
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