_ Create a new program by Excel, so you can quickly create new / edit the Custom BO in GT AI. It is used for GT AI 0.94 version.
Green Tea AI Micro/Macro Bot for practice - Page 8
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ptanhkhoa
Vietnam87 Posts
_ Create a new program by Excel, so you can quickly create new / edit the Custom BO in GT AI. It is used for GT AI 0.94 version. | ||
Tschis
Brazil1511 Posts
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ClysmiC
United States2192 Posts
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TALegion
United States1187 Posts
On June 21 2011 00:59 ptanhkhoa wrote: Useful command to test with AI ( Type in chat box ) -rc : Record your BO -le : Save BO to slot. -re : Restart Map -qr : Quick map restart -ffa : AI use strategy on FFA map -aichat : AI will sometimes chat with you -aishutup : AI will remain silent -se x y : AI player x will select commander y; -do x y : AI player x will choose custom BO y. Am I the only one who this made giggle? | ||
policymaker
Greece152 Posts
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chip789
Canada199 Posts
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Erythro73
Canada18 Posts
I'm (sometime) getting roflstomped by Terran on medium and I'm Platinum. Guess it will help me tremendously. | ||
ptanhkhoa
Vietnam87 Posts
_ Show Standard Build Order Step. _ Remind you when you forget to build worker, or train unit. _ Recommend unit build based on information you scouted. | ||
p1cKLes
United States342 Posts
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Xapti
Canada2473 Posts
On July 12 2011 06:41 p1cKLes wrote: I think it occurs in some maps more than others, as well as might occur if you run a form of map reset (as opposed to ending the game, and loading the map over again)I noticed that in Yabot which is GreenTea .84 I believe. The way the AI does the expansions are a little weird. They don’t expand to their natural they have a tendency to expand right there in the base. I don’t know how many times I ran into the protoss base and there was 2 or 3 nexuses sitting in the base. Is this something that has been corrected? Is it specific to Yabot? | ||
ptanhkhoa
Vietnam87 Posts
On July 12 2011 06:41 p1cKLes wrote: I noticed that in Yabot which is GreenTea .84 I believe. The way the AI does the expansions are a little weird. They don’t expand to their natural they have a tendency to expand right there in the base. I don’t know how many times I ran into the protoss base and there was 2 or 3 nexuses sitting in the base. Is this something that has been corrected? Is it specific to Yabot? The Yabot Build Order structure is different from GT, since it can not distinct between expand and base location. But GT AI Record function is different, when you build another Nexus/Command Center/ Hatchery, AI know that you are mean to expand. Also it can recognize and divide the defense building like Photon cannon, Bunker, Spine in each base instead on concentrate on the Start Location. | ||
Morphling_
87 Posts
The Terran AI is really good, like super good, even when he does something stupid like battlecruisers i still occasionally lose to the sick micro and sheer numbers of units. I'm in diamond for reference. The protoss AI is solid, almost never lose but its at least challenging. The Zerg AI is laughably bad, and in many cases broken. I was playing against the "Charybdis" bot who made some lings and hydras off one base and then just sat there. Even at the 15 minute mark he was still on one base. Obviously zerg is harder to program than the others due to larva mechanics, but I've never been challenged thoroughly by it. ANOTHER THING: the "wall" countermeasures in place are really dumb, generally. Sometimes I try to gas steal and it tells me I can't build in their base. Gas steals are perfectly legitimate things to add to build orders, why can't i practice that? Also a lot of the invisible walls that kill your units are stupidly placed. The big one thats a problem is on Tal'Darim altar, the ramp outside of the natural leading to the middle is apparently a wall that i'm not allowed to cross, even though I've never seen anybody actually build a wall there before (you can just go around it through the third). Again, nice work. | ||
ptanhkhoa
Vietnam87 Posts
You can adding it by 2 ways: * Do a normal game and record your build. Or using GT Encoder tools to creating BO code and copy into GT Banks File. You can see that any strategy will be obsolete with time go on. As for me, i can not changing AI strategy every time SC2 update. So with this tool, you can easily adding the new strategy and AI can keep up with the modern build. | ||
alonestar_ak
Afghanistan31 Posts
@ ptanhkho: Could you give me some more detail how to public the map since i'm not experience with SC2 Editor. I would like to be your official uploaded on NA Server too. Otherwise, it will be many GT AI Maps on Bnet that make us confuse. | ||
Xapti
Canada2473 Posts
On July 12 2011 23:22 ptanhkhoa wrote: You can see that any strategy will be obsolete with time go on. As for me, i can not changing AI strategy every time SC2 update. So with this tool, you can easily adding the new strategy and AI can keep up with the modern build. In my opinion an AI should be able to run builds on it's own, with just a bit of guidance... AI just needs to know basic openers like forge fast expand, 2 rax, an everything else should be almost entirely dependent on what it scouts, as opposed to what it was told to do. Having multiple long-term build orders programmed into an AI is just a guaranteed way to never attain good success rates, because it's like playing rock paper scissors with your eyes closed. That said, I'm aware that it takes much more work to program "real" intelligence than to just get a machine to roughly mimic things, but I think it's important, and/or worth it overall. On July 12 2011 16:39 Morphling_ wrote: The Zerg AI is laughably bad, and in many cases broken. I was playing against the "Charybdis" bot who made some lings and hydras off one base and then just sat there. Even at the 15 minute mark he was still on one base. Obviously zerg is harder to program than the others due to larva mechanics, but I've never been challenged thoroughly by it. That's how it is with Blizzard's AI I find even. While Blizzard's zerg isn't terrible, TvZ and PvZ are really easy vs AI Zerg, while ZvT and ZvP are A fair bit more difficult if the player is zerg. On July 13 2011 15:19 alonestar_ak wrote: @ ptanhkho: Could you give me some more detail how to public the map since i'm not experience with SC2 Editor. I would like to be your official uploaded on NA Server too. Otherwise, it will be many GT AI Maps on Bnet that make us confuse. Google Green Tea AI and click on the first result (Nibbits) You will be on a page showing this video: | ||
ptanhkhoa
Vietnam87 Posts
On July 13 2011 15:19 Xapti wrote: In my opinion an AI should be able to run builds on it's own, with just a bit of guidance... AI just needs to know basic openers like forge fast expand, 2 rax, an everything else should be almost entirely dependent on what it scouts, as opposed to what it was told to do. Having multiple long-term build orders programmed into an AI is just a guaranteed way to never attain good success rates, because it's like playing rock paper scissors with your eyes closed. @Xapti: yes, that what currently GT AI does, you just need to guidance AI the opening step, about 12, 15 steps. Then the rest will automatically build the counter ( Banshee vs Immortal, Marauder vs Roach, etc.. ). Tested with the new GT AI you will see, first record your build, than after done your build, AI will automatically do a follow up strategy that counter enemy strategy. So basically the Custom Build will do better than the core AI, since it has dynamic strategy after the Opening, and AI know which strategy should used when fighting Protoss / Terran/ Zerg etc. The important is some update change the whole strategy, like building requirement, disable, enable on some unit ( like the changing of building Supply first before build Barracks, remove the Infestor Ability). That would be very hard for AI to know and respond with these change. On July 13 2011 15:19 alonestar_ak wrote: @ ptanhkho: Could you give me some more detail how to public the map since i'm not experience with SC2 Editor. I would like to be your official uploaded on NA Server too. Otherwise, it will be many GT AI Maps on Bnet that make us confuse. I uploaded the Green Tea AI 0.96 Map Packs that contain some 1 vs 1 Ladder Maps and included the AI Scripts in each map. So you just need to upload these on Bnet. Download link: [url blocked] Mediafire | ||
alonestar_ak
Afghanistan31 Posts
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ClysmiC
United States2192 Posts
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ptanhkhoa
Vietnam87 Posts
On July 15 2011 05:39 ClysmiC wrote: So, people on EU can play the map on their server and it has the AI built into it... but I'm from NA, so do I have to download the scripts and import them? _ The Map Packages above contain maps that has AI build into it. So you can just download and no need to import the AI Scripts. _ Also update the new version that change the strategy core. After the first strategy failure, instead switching to random commander, it will switch to general purpose commander that can counter to any strategy. But it need more testing and feedback. GT AI 0.97(Test) | ||
Xapti
Canada2473 Posts
This isn't a terribly huge issue, but it makes it so that once a player's won a fight at their base, it's completely over for the AI, even if the AI has a huge economic and production-capability lead. The AI should have some sort of pacifist/defensive/turtle mode which it enters if the opponent arrives at a base with a superior-valued army, letting most of it's structures fall while building up units. It's not too likely to recover many games into victory, but I think it will help. Another thing is dealing with destructible rocks. It is not too difficult to detect that rocks are blocking the closest access to an expansion, and destroy them if they are. It's somewhat difficult, but most of the work has been done already by others, if not yourself (choke&expansion detection). 3 really simple features I think many people would want: • Commander reveal command (obviously people will use this at their own discretion) • Select random commander after a reset, either via optional manual randomize commander command (kinda pointless IMO), or automatically after every reset (recommended) • Acknowledgment of all commands, such as nocheese(-nc) Speaking of reset... it seems like it still doesn't work at all (restart), or that well (quick restart). Quick restart doesn't: • Remove creep • Reveal the map without units (resets fog of war) • Make AI behave properly, maybe because it relies on the game timer or something. It won't perform timing attacks that it's supposed to. I'm also still left in the dark as to what the difference between quick restart and [normal] restart is, or is suppose to be. | ||
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