I'm not sure where I can locate the original ladder (or any other map for that matter) files to open in the map editor so I can add the AI files from the official GTAI site.
Green Tea AI Micro/Macro Bot for practice - Page 4
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ballasdontcry
Canada595 Posts
I'm not sure where I can locate the original ladder (or any other map for that matter) files to open in the map editor so I can add the AI files from the official GTAI site. | ||
alonestar_ak
Afghanistan31 Posts
http://www.filesonic.com/file/586789071/OfficialMaps_04_04_2011.rar | ||
WeedRa
Germany815 Posts
On June 26 2011 01:53 Mackus wrote: There is no 0.87 on EU atm. Infact, I can find 2 2v2 maps for the new version. Would be helpful if there were under a proper name so I can find these? I released some Maps including it, just search for "Green *mapname* " | ||
Lysergic
United States355 Posts
Updated list: • GTAI 0.87 Xel'Naga Caverns • GTAI 0.87 Xel'Naga Fortress • GTAI 0.87 Backwater Gulch • GTAI 0.87 GSL Crevasse • GTAI 0.87 Gutterhulk • GTAI 0.87 Metalopolis • GTAI 0.87 Shakuras Plateau • GTAI 0.87 Shattered Temple • GTAI 0.87 Tal'darim Altar • GTAI 0.87 Typhon Peaks Metalopolis keeps crashing my editor for some reason, so I can't publish it yet. | ||
Piski
Finland3461 Posts
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Freeheals
United States488 Posts
On June 25 2011 05:29 lysergic wrote: I published the following maps on NA, search for "GTAI", they're published by Lysergic: • GTAI 0.87 Xel'Naga Fortress • GTAI 0.87 Backwater Gulch • GTAI 0.87 GSL Crevasse • GTAI 0.87 Gutterhulk • GTAI 0.87 Shattered Temple • GTAI 0.87 Tal'darim Altar • GTAI 0.87 Typhon Peaks . You're a hero, man. Can't wait to try this out on NA | ||
Xapti
Canada2473 Posts
On June 25 2011 19:45 ptanhkhoa wrote: I am aware that it's important to not take advantage of AI.@Xapti: The AI didn't react to stole gas => So the script fail after that. AI will use worker to defense if there are no army nearby. About the Proxy Pylon, it can only detect the distance to build the Pylon, but cannot detect "the safe place" that only human can sense it. I admit that AI has some weakness, but you shouldn't just take advantage of it. The army system measure in GT 0.86 has some error, the later version fix that. I play against AI like I play against humans. The fact that the GT AI cannot cope with a gas steal and blizzard's can is a problem; same thing with workers — if there's no nearby army AND the probes' strength is less than the attacker's strength, they should run instead of fight. If there's an army nearby, then I guess it's a matter of choice whether to fight or not. As far as I know, the gas steal did not make the script fail at all (by my definition of fail). It just made the build order programmed into the script less viable. I guess it messed up the stalker, but that's maybe something in the programming to prioritize proxied buildings or something? In situations like that, the AI should perhaps change it's build (although it doesn't have to). The gas was not being mined by probes as far as I know (I should maybe double check, I might be wrong), so I don't think it messed things up in that sense. With regards to the proxy pylon... I recommend it should not be programed to execute a proxy pylon, if it cannot figure out safe area to put them (or if it's safe to attempt a proxy in the first place, which is more complicated) AND doesn't have an army to defend it. For instance, if it was a 4 warp-gate proxy pylon, it would be fine (and not need to be hidden) because there will be an army to protect it. However when the AI has little to no army, it should NEVER attempt a proxy pylon (as long as it can't figure out what places are safe to put them, and how to get to those spots safely without being spotted) I don't mind AI's having weaknesses, such as not noticing un-advantageous attack positions (a major problem in custom brood war AIs that used BWAPI), or not being able to cope with wall-ins (which can be handled better in SC2, but still I don't necessarily expect it to be handled yet) or other things, but if the AI's weakness is that It plays completely blind (I know it has SOME feedback, fallback measures, and other stuff, more than I'd think, even I suppose) or close to it, that is not acceptable. An AI should be adaptive, and predicting— • Opponent's zerg? get some zealots to start with early on, not a stalker • Scouted (or maphack spotted) a roach warren (and/or more-so roaches)? cut zealot production, buff stalker production, build robotics facility or stargate. • Got gas stolen? switch to a low gas build, or if running a low gas build, ensure one doesn't switch to a high gas build. Two good builds being fast expand or 4 gate timing attack. I am saying these things for 2 reasons: 1. I really want AI to be good in SC2 2. I high high expectations for Green Tea AI considering SOME (I know terrain obstacles is hard to deal with from what I understand) of the great features of SC2 editor/AI. Another reason for the expectations, is because within the first 1- 2 months of the AI being made... it had really excellent improvements and big changes. Extrapolating that period of time to the present, the development just seems terribly slower and/or less pronounced. | ||
Ownos
United States2147 Posts
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AxelTVx
Canada916 Posts
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Cyanocyst
2222 Posts
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ptanhkhoa
Vietnam87 Posts
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-Archangel-
Croatia7457 Posts
Toss likes to make Carriers vs Terran that goes mech but does not make Vikings early. But does not stop making carriers once you do get plenty of vikings. Is there a way to turn off the Wall zone thing? | ||
Xapti
Canada2473 Posts
• Restart doesn't seem to work either, although I don't know what it's supposed to do (difference between quick restart and restart?) • Wall-zone is implemented really poorly. If you're going to put effort into making locations, you might as well tell the AI the coordinates to build their buildings so that they can wall on their own. Otherwise, AT MINIMUM make a "force field" blocker that only lets their units move in and out, not the opponents'. Even just a instantly move units to location would work better, or even just force order units to move back. The location of the wall zone is also poor. Protosses cannot wall ON a ramp (unless they built like 3 zealots), they can only wall above one, so it's stupid that units will die as soon as they move on the ramp, as opposed to going or square past the ramp. | ||
Dibond
United States19 Posts
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Lysergic
United States355 Posts
GTAI 0.87b Mapname, publisher: Lysergic. • GSL Bel'Shir Beach • GSL Crevasse • GSL Crossfire SE • GSL Dual Sight • GSL Terminus SE • GSL Xel'Naga Fortress • iCCup Testbug • Shattered Temple (MLG version) • Tal'darim Altar LE (removed rocks from third expo) These will be updated to GTAI 0.87b and uploaded soon: • Backwater Gulch • Metalopolis (MLG version) • Shakuras Plateau • Typhon Peaks • Xel'Naga Caverns I could also add a couple 2v2 maps if there are any requests. Suggestions to OP: •Half the time you face the Zerg AI, it does some sort of 1 base rush/cheese - there's not enough macro builds. I think you should remove the Drone Rush and 7 Pool Commanders. (Also, the frequency of BCs and Carriers are annoying too.) •Select Commander isn't working as far as I know. I think you should make the game restart when you select a commander, so the ai will be able to follow its new build correctly. •Very Easy AI doesn't seem to do anything - I only tried a couple times but they just made a few workers and nothing else. •Restart does nothing, Quick Restart works though - it would be nice if you could implement a game clock reset with it. | ||
T0fuuu
Australia2275 Posts
On June 27 2011 09:42 Dibond wrote: So, about what level is this AI considered to be similar to on medium difficulty? ( in terms of ladder rank; gold, diamond, plat, etc.) Because I cannot beat this thing on medium or even easy The micro is even more insane than I've seen any pros do even on easy difficulty. I don't play much 1v1 as it is and I'm in the gold league, but I'm just curious as to what level the AI is considered to be playing on. Diamond if you play against it properly. As in not being annoying with scout/gas steals and doing early pushes against it and not abusing the ai in general. It macros quite well but if you defeat its push and counterattack it will lose, so dont counterattack . I strongly recommend not attacking the ai for the first 10 minutes or so of the game so it can build up its army and economy. It makes for a much better challenge. | ||
CptFlowers
United States30 Posts
but i just want to point one problem i have noticed, the ai will ignore probes and focus down my nexus which is not what a real player would do. Especially if my warpgates are not disabled and my army is not all dead. | ||
Agro_Z
United States138 Posts
Happens at about 5:20 | ||
alonestar_ak
Afghanistan31 Posts
" [Blue] Select Commander xx " then you're doing right way. " [Blue] Select Random ", that you must do something wrong. it can work only with the first 10 seconds. Watch from 0 : 7 to 0 : 12. ptanhkhoa, I think you should add this in your first page, so people won't confuse. | ||
Lysergic
United States355 Posts
-Make a Drone -Split workers -Overlord scout -Control Group Hatchery/Overlord -Set rally points -Read the list of Commanders "-lp" -Select Commander "-se x y" That's why I suggested the OP to implement a map restart when you select a Commander. This would make the map more like YABOT (you can choose a new build for the AI and restart the map). I think the game clock should reset too. It'll give you enough time to choose a build. It'll let you restart the map whenever (if you're about to win or lose, if you mess up, or if you don't like the Commander picked, etc). | ||
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