I've been working on Micro AI for quite a while already and currently it is capable of doing some cool marine splits, kiting, blink micro, as well as some load unload micro (even for Bunkers).
Here's the latest video I made. There are currently 12 videos.
All the other videos are on my youtube channel. Or you could use this playlist. Subscribe for updates on Micro AI!
Note that Micro AI is still under development and I only work on it in my free time, so I MAY not be able to upload videos very often.
This AI was built using Blizzard's map editor and is not a 3rd party software (aka hacks) and cannot be implemented in melee games.
Leave your suggestions on what I should make next (esp. for LotV) down below!
This just goes to show sc2 skill ceiling is way way higher than bw's and that most players haven't reached their awesome awesome potential yet. Practice harder everyone, especially those bw casuals like Canata, and you'll be able to play just like this! + Show Spoiler +
I was watching this then I realised that the last part might actually be doable in pro game and extremely powerful.
Back in BW we already had the unseiged tank micro with dropship, and that was already very effective against protoss. I wonder how much damage two dropships with two seiged tanks can do.
On November 04 2015 22:00 Estancia wrote: I was watching this then I realised that the last part might actually be doable in pro game and extremely powerful.
Back in BW we already had the unseiged tank micro with dropship, and that was already very effective against protoss. I wonder how much damage two dropships with two seiged tanks can do.
Assuming there is no lag, it may be possible but the player must be 100% focusing on that and have really fast reflexes. It may be possible in archon mode in fact.
That is really, really cool. I am just worried that people will link these videos every time people speak about skill ceiling in sc2 :D But yeah great stuff indeed! (maybe the future of esports is to watch bot games, haha)
On November 04 2015 23:03 The_Red_Viper wrote: That is really, really cool. I am just worried that people will link these videos every time people speak about skill ceiling in sc2 :D But yeah great stuff indeed! (maybe the future of esports is to watch bot games, haha)
Going to have to put up with it, but it's not much better than showing aimbots in a FPS and saying look how amazing players could be if they had the perfect mechanics of a computer! I think there's probably a distinction between the "ceiling" for a computer and the "ceiling" for us mammals made out of flesh and bones clicking away.
On November 04 2015 15:53 ElMeanYo wrote: These are fantastic man! It really goes to show how far we are from perfect micro in SC2.
For LOTV, how about: Adept shading Splitting vs Parastic Bomb Splitting vs Disruptor shots Splitting vs Lurker spines Proper Lurker siege/unsiege Proper Liberator seige/unsiege Cyclone kiting Looks like you've already got MediTanks covered.
What do you mean by proper Lurker siege/unsiege and Liberator siege/unsiege?
Maybe something like if the enemy moves away, the lurker/liberator unsieges/unborrows and moves to the point where it is in range of the enemy, then sieges again. Also the reverse, if the lurker/liberator is taking damage, it unsieges , moves back out of range, sieges again.
It's a fantasy I've had for a long time to see a computer to everything with every unit at the same time.
It's just a morbid curiosity, but I'd like to see it:
Say, a Zerg:
Harassing with 30 mutalisks all moving individually in order to attack constantly and not receive damage. (1 group of 30 ? 2 groups of 15 ? 30 groups of 1 !! )
At the same time, lings harassing another base, and forcing the ennemy to keep troops there. They constantly stay out of range, until they can attack workers.
Of course, overlords have speed, and are all behing moved constantly to keep the best vision ! And since they all know the location of most ennemy units, they can calculate where they can go safely, depending on their speed and number !
Don't you guys wonder what ''perfect'' play would look like ? ) Those marines splits made me wonder for sure .
On November 05 2015 13:27 DnCL wrote: It's a fantasy I've had for a long time to see a computer to everything with every unit at the same time.
It's just a morbid curiosity, but I'd like to see it:
Say, a Zerg:
Harassing with 30 mutalisks all moving individually in order to attack constantly and not receive damage. (1 group of 30 ? 2 groups of 15 ? 30 groups of 1 !! )
At the same time, lings harassing another base, and forcing the ennemy to keep troops there. They constantly stay out of range, until they can attack workers.
Of course, overlords have speed, and are all behing moved constantly to keep the best vision ! And since they all know the location of most ennemy units, they can calculate where they can go safely, depending on their speed and number !
Don't you guys wonder what ''perfect'' play would look like ? ) Those marines splits made me wonder for sure .
The marine splits are actually partially based on luck, as well as the map terrain. If it is not in a very open field, the AI will screw up. I had to test the marine splits a few times before recording the best one, which was in the video.
In fact for all the clips in the video I had to test them a few times and pick the best one to record. So there is a lot of room for improvement.
Planning to do LotV micro with Cyclones, Disruptors, Ravagers and Lurkers (most challenging) next.
On November 05 2015 20:43 Ketch wrote: Can you also pit two AI against each other? That would be interesting to see Edit: this is also already very interesting of course!
There's currently something like that portrayed in (blink vs load unload):
Of course once there are more modes of micro with further development of Micro AI we may see more of such things.
On November 05 2015 22:52 DinosaurPoop wrote: great job having the marine split micro happen off creep where it actually works properly lololololol
It just seems more impressive off creep then on creep. I tested both. Off-creep leads to no marine losses at all, on-creep leads to at least half of the marines dying.
Some proof that marine splits still work on creep:
Fucking awesome video. It's impossible for a player to ever do these, but just goes to show how high the skill limit can potentially be. Also as a terran player, happy to see how disgusting terrans would be if they ever played like Innovation x100.
I remember the same feeling of awe when the Automaton 2000 first appeared all those years ago and then the anticipation for more videos after the marine-split and the tank-medevac videos. But they never appeared.
Does anyone know whatever happened to the Automaton 2000? I saw someone once say that its creator unfortunately died of cancer. However, this is the internet and people sometimes simply say that as a matter of course whether its true or not.
On November 06 2015 02:52 The_Frozen_Inferno wrote: That was gratifying to watch.
I remember the same feeling of awe when the Automaton 2000 first appeared all those years ago and then the anticipation for more videos after the marine-split and the tank-medevac videos. But they never appeared.
Does anyone know whatever happened to the Automaton 2000? I saw someone once say that its creator unfortunately died of cancer. However, this is the internet and people sometimes simply say that as a matter of course whether its true or not.
I also wondered where the Automaton 2000 guy went, does anybody else know?
I'm curious about your end goal, TheBalanceIssue. Is it just a proof of concept?! Your Micro AI (as seen in the vods) is almost godlike, but looking at the bigger picture, that alone doesn't accomplishes too much (something useful as in better AI than blizzard's implementation). Ofc , the "WOW" factor is huge, and as a programmer I admire your effort and results.
On November 07 2015 00:53 HomeWorld wrote: I'm curious about your end goal, TheBalanceIssue. Is it just a proof of concept?! Your Micro AI (as seen in the vods) is almost godlike, but looking at the bigger picture, that alone doesn't accomplishes too much (something useful as in better AI than blizzard's implementation). Ofc , the "WOW" factor is huge, and as a programmer I admire your effort and results.
To be honest it's mainly for fun and entertainment
We'll see how it goes with further development, perhaps giving pros / average players a chance to face-off against the AI in multiple scenarios
Whats kinda funny is that there are no good ways to make micro ai with protoss cuz in theory, protoss is the weakest race. The blink micro clip wasnt really that far from human micro.
On November 07 2015 06:30 Leviance wrote: Im still waiting for the AI that can both macro and micro well. Is it possible to implement this into other A.I. projects that focus on macro?
Like Dorfl? Can you guys collaborate and create the grandmaster A.I.? Plz make it happen
Will ask him. I guess if there are no conflicts between the 2 AI's actions it may be possible.
On November 07 2015 06:30 Leviance wrote: Im still waiting for the AI that can both macro and micro well. Is it possible to implement this into other A.I. projects that focus on macro?
Like Dorfl? Can you guys collaborate and create the grandmaster A.I.? Plz make it happen
Will ask him. I guess if there are no conflicts between the 2 AI's actions it may be possible.
oh god this would be so fucking awesome. A playable AI that has axcellent micro,macro, an actual bo that makes sense and scouting etc.
On November 08 2015 16:40 Nuclease wrote: So awesome! Can I ask what language you did this in, and what packages, if any, you used to program the behavior of the AI?
I would have done it in Python with the various sexy ML and AI packages that Python offers, but I'd be curious to see what you did it in.
I didn't use any programming language, I built the AI using the StarCraft Map Editor by Blizzard.
On November 07 2015 04:55 TheoMikkelsen wrote: Whats kinda funny is that there are no good ways to make micro ai with protoss cuz in theory, protoss is the weakest race. The blink micro clip wasnt really that far from human micro.
On the other hand, it could be seen as the easiest to micro..
On November 08 2015 16:40 Nuclease wrote: So awesome! Can I ask what language you did this in, and what packages, if any, you used to program the behavior of the AI?
I would have done it in Python with the various sexy ML and AI packages that Python offers, but I'd be curious to see what you did it in.
I didn't use any programming language, I built the AI using the StarCraft Map Editor by Blizzard.
Ah! Interesting. Wouldn't have imagined it would be capable of such impressive multitasking, but I guess it's nothing more than mapping behaviors when it really comes down to it.
On November 08 2015 16:40 Nuclease wrote: So awesome! Can I ask what language you did this in, and what packages, if any, you used to program the behavior of the AI?
I would have done it in Python with the various sexy ML and AI packages that Python offers, but I'd be curious to see what you did it in.
I didn't use any programming language, I built the AI using the StarCraft Map Editor by Blizzard.
Ah! Interesting. Wouldn't have imagined it would be capable of such impressive multitasking, but I guess it's nothing more than mapping behaviors when it really comes down to it.
Lol very impressive. But don't they already have something like this? If you go to youtube and search up Starcraft 2 Micro Gods, there is a short part (@1:00) in the video where 2 Ultralisk is surrounded by a few medivacs with tanks. The AI perefectly micro'd the tanks by lifting them up in down on all sides of the ultras.
Also, can anyone tell me if there are hacks that allow people to play like this? I got matched up against an unranked zerg one time. And his micro seemed in human. He was controling 5 fronts at one point. And it was almost perfect.
On November 10 2015 01:37 [Tek]Darktek wrote: Also, can anyone tell me if there are hacks that allow people to play like this? I got matched up against an unranked zerg one time. And his micro seemed in human. He was controling 5 fronts at one point. And it was almost perfect.
There are marine split and blink hacks (I see people post about them in reddit quite often). As far as I know there aren't many other micro hacks out there, plus its patch 3.0 so there would be zero / few hackers. Can you provide us with a replay?
On November 10 2015 01:37 [Tek]Darktek wrote: Also, can anyone tell me if there are hacks that allow people to play like this? I got matched up against an unranked zerg one time. And his micro seemed in human. He was controling 5 fronts at one point. And it was almost perfect.
There are marine split and blink hacks (I see people post about them in reddit quite often). As far as I know there aren't many other micro hacks out there, plus its patch 3.0 so there would be zero / few hackers. Can you provide us with a replay?
There also is or used to be roach burrow/burrow move hacks.
On November 07 2015 06:30 Leviance wrote: Im still waiting for the AI that can both macro and micro well. Is it possible to implement this into other A.I. projects that focus on macro?
Like Dorfl? Can you guys collaborate and create the grandmaster A.I.? Plz make it happen
Will ask him. I guess if there are no conflicts between the 2 AI's actions it may be possible.
oh god this would be so fucking awesome. A playable AI that has axcellent micro,macro, an actual bo that makes sense and scouting etc.
Wet dream.
It MAY come true, I have collaborated with Turtles (the creator of Dorfl) to make a great AI capable of making decisions
Still a long way to go to creating a "Grandmaster AI", but this, I feel, has potential :D
On November 07 2015 06:30 Leviance wrote: Im still waiting for the AI that can both macro and micro well. Is it possible to implement this into other A.I. projects that focus on macro?
Like Dorfl? Can you guys collaborate and create the grandmaster A.I.? Plz make it happen
Will ask him. I guess if there are no conflicts between the 2 AI's actions it may be possible.
oh god this would be so fucking awesome. A playable AI that has axcellent micro,macro, an actual bo that makes sense and scouting etc.
Wet dream.
It MAY come true, I have collaborated with Turtles (the creator of Dorfl) to make a great AI capable of making decisions
Still a long way to go to creating a "Grandmaster AI", but this, I feel, has potential :D
Awesome!!! Plz keep us updated with a YouTube vid here and there No matter if it still plays bad, just put it vs Blizz AI
I tried to find the replay but I forget which computer i was on when it happened. If i ever experience it again Ill post it on here. Ill write down your name buddy <3
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
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
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
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?
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.
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.
Just to give you guys an update, I will probably be releasing a new video tomorrow of 3 scenarios, with Tier 1 units in each of the 3 races against Lurkers. Still doing a little video editing but I think it should be done by tomorrow, stay tuned