DarkBlizz

Game On => Land of AI => STARCRAFT II: WINGS OF LIBERTY => AI Scripts => Topic started by: ImWaitingforStarcraft3 on February 28, 2010, 10:59:46 PM

Title: A.I. V5.0
Post by: ImWaitingforStarcraft3 on February 28, 2010, 10:59:46 PM
28-02-2010
Version 5 AI (AI DOES NOT CHEAT)
StarCrack AI 5.0 (no ai cheating): http://www.mediafire.com/?tmgh2zyjion (http://www.mediafire.com/?tmgh2zyjion)
___


Tested it out... Not much challenge still. I have yet to see if it is even different from v4.0, but thats just me.

Great job and keep it up, devs!
Title: Re: A.I. V5.0
Post by: Myke on February 28, 2010, 11:05:36 PM
Whats different in this one?
Title: Re: A.I. V5.0
Post by: CHEFFY! on February 28, 2010, 11:12:41 PM
They definitely improved the Zerg in this one, they will keep on harassing and and they try to take control of the map fairly early in the game.
Title: Re: A.I. V5.0
Post by: itsarabbit on February 28, 2010, 11:15:50 PM
Played TvT.

Pros:
-Got some decent defense up and running
-Didn't give up.
-Expanded a lot.
-I only found one Starport.
-It built troops and buildings while fighting me.

Cons:
-Still, alot of Vikings.
-The forces wasn't gathered.
-There was a siege tank(Kudos to Myke for reminding me :)) who kept going near and retreating til' it died.

I also found this one to be easier than 4.0

So, in conclusion, better AI, although easier.

And yes, I registered to say this :P
Title: Re: A.I. V5.0
Post by: Myke on February 28, 2010, 11:55:56 PM
That tank, yea, it's called a siege tank :P.
Title: Re: A.I. V5.0
Post by: ImWaitingforStarcraft3 on March 01, 2010, 12:31:12 AM
zerg vs zerg the computer builds pretty much only roaches and lings for a long long time.
Title: Re: A.I. V5.0
Post by: Razredge on March 01, 2010, 12:39:54 AM

I've played PvT, and the following things the AI did:


Good:
-Expanded a lot
-Kept building units, wave after wave
-Didn't give up
-Used scan on my DTs


Bad:
-Too quick to run away from combat
-Not very good micro (Units would run back and forth, till they die)
-Dumb scout (the SCV would run away from any visual contact, even buildings -- not sure)
-Loads of Statports
-Forces were scattered
-Lots of Vikings
-Very few marines, marauders and siege tanks (made 1 single hellion too)
-Many "useless" duplicate buildings


Edit: Also, forgot to mention, great work StarCrack Team, this was still quite an easy win, but the AI has evolved a good deal. Keep up de good work guys!
Title: Re: A.I. V5.0
Post by: SanctifiedDevil on March 01, 2010, 12:45:11 AM
terran vs terran on lost temple. AI is much better but seemed like it is lacking more troops. They built 3 expansions, but only had a small army to send in the beginning. They still only sent very small squads of maybe 4 to 5 troops till they were defeated.

Still great and always better than nothing.

Last game of v4.0 is on the 4.0 board.
Title: Re: A.I. V5.0
Post by: rysiu on March 01, 2010, 02:23:49 AM
computer is still easy ;p. I played Protoss vs Protoss ,made about 6 cannons, waited for his attack(immortals + stalkers), pwned easy whole army with cannons + void rays, and then rushed on him with void rays and pwned all his base.
Title: Re: A.I. V5.0
Post by: BoBoStariaN on March 01, 2010, 02:35:30 AM
ok, some feedbacks, hope it helps

I play against all three races, first of all, I want to clear one thing out, I am not a SC pro, but I play SC uncontinously for almost 10 years, so I think I know the basics pretty well.

1) against P as T. on the map oasis, I rush reaper, then I just keep jumping on the P's base, h&R, the AI is smart enough to rush his zealots back to protect its probes, but sadly it clearly doesn't micro his zealots since my reapers are much faster, I kite its 10 zealots with 2 reapers, killed them all with a little micro ( as the AI's zealots slowly being chew away, the AI doesn't retreat or enforce, it lets the zealots chasing me in circles), another problem is after I killed all his zealots I start using my reapers to damage its buildings, the AI sends his probes trying to kill my reapers....what a brave brave dude.....you get the idea.. :)

2) against Z with P&T on oasis , the Z is very smart, it nuisances me with doggies after I have my first marine, expands fairly quickly(not as fast as some pro players may like, but hey, it still a huge improvement.) but all the Ai builds is doggies, roaches, and rarely hys, I encounter some challenges against Z since he builds his army quitely fast, but after I found out that the AI has no counter to sky units, I win easily. ( :) sad Z......

3) against T, the T feels alright, I only play T for two times, improve a lot but still easy.

hope it helps, thanks for the 5.0
Title: Re: A.I. V5.0
Post by: War_Machine on March 01, 2010, 03:51:57 AM
So I just did a quick round of Terran(me) vs Zerg. About 3 minutes in a drone entered my base scouting, took care of it by finishing blocking my ramp and killing it with SCVs. After setting up some basic stuff I made some marines and a couple marauders and went on a scouting party (my original SCV got killed). I didnt even get to their base because I got rush by like 20 lings. So I turtles up and made some siege tanks post up in front of my base along with a reaper and some marines and a couple marauders. That held them off for a while will I medvac'd a ghost(with nuke), 6 siege tanks, 4 reapers and 2 Thors to their base....sent in the reapers to get a view, nuked it, went to siege mode in the tanks and backed them up with thors till I won.

Overall it was a bout a 35 min match but the AI is 100% harder than the previous version I had (3). Props to the Devs....keep it up, looking forward to the B.net emulator  ;D
Title: Re: A.I. V5.0
Post by: Protomancer on March 01, 2010, 04:21:48 AM
Just played a great PvT match on Desert. The first problem i saw was when i scouted his base, i set up a pylon just in case. The sad thing was he didnt scout his base for it so i warped in 6 zealots and took out most of his scvs. After that he attacked me with alot of siege tanks and marauders, but my imortal took care of them.the next problem occured when i hid my units behind the bushes, he just kept sending units one by one , never scanning or grouping up his units to attack me. The third problem i had was with his scans. Even when a battle was lost, he still used up all his scans, not keeping them for later. At this time we both had 2 ecpansions with our main base mined. Later he came at me with 3 battlecruisers, but one shot from a stalker scared it away from my base. So what i thinks should need to be improved with terran: 1: Search base for pylons.
                                                                       2: Better use of scans
                                                                       3: Fixing the bush glitch
All in all, it was a great game. There are still things that need polishing, but hey, thanks for the hard work.
Title: Re: A.I. V5.0
Post by: formerself on March 01, 2010, 05:04:50 AM
My experience with the bot in a PvP game.
He scouted with a probe so early he couldn't really get any valuble info about me. Maybe he should use that probe to harass mine instead of just running around my base?
He managed to do one good large attack on me with stalkers and immortals but I outnumbered him with zealots, sentries and stalkers (dividing his troops with masses of force fields). His remaining troops kept running back and forth, almost avoiding my troops (he didn't take charge, blink or ff into consideration). So I managed to kill them one by one.
His new tactic was archons, which was a bad move as I had way too many stalkers with longer range than the archons. He also seemed to think an army of about 3 archons would be enough. That was pathetic.
He reinforced 3 archons with a carrier, which was a nicer move. If only he had sent more than one or 2 carriers at the time. Also, he managed to sneak into my base with 2 or 3 carriers which was unexpected for a bot, but he only attacked a pylon. My probes would have been a better move as I had no defense around the nexus.
I'd like to see the bot realising when his attacks are too small, actually going back to his base and build a massive army. Something twice the size he saw my defend with.
Title: Re: A.I. V5.0
Post by: War_Machine on March 01, 2010, 05:33:41 AM
Just play a PvZ match on Scrap Station.....I got rolled lol

After some small battles here and there, I had a mothership, 6 immortals, a bunch of stalkers and colossus mixed in with some DT.....I take my mothership over to his base and warp over my units only to find that hidden in the back of his base....where I didnt scout sat about 10 Ultralisks, some banlings and some roaches.....he rolled over all my units and then rushed my base. :/ Im terrible with Toss lol
Title: Re: A.I. V5.0
Post by: Skylo on March 01, 2010, 06:42:36 AM
Hi, i played some of the earlier versions, and this might be the best! Thx for hard work and letting us appreciate the game against at least a AI!


2 Things:


- Most of the current flaws of the AI have been posted already!
1. After you attack the expansion the probes do move to flee! But they don't start mining again (i burrowed some zerg down there) ... maybe general error or just because THEY KNOW, you are there even burrowed without detectors.
2. Back and forth attacking is really lame... i like it more, if the AI just sends in the units no matter what ;) and retreats if they have little less left!
Title: Re: A.I. V5.0
Post by: SystemShoker on March 01, 2010, 08:04:35 AM
 ;)  Hello! Thank you for you job!
Some remarks about AI V5.0:
1. AI does not react on nuclear launch detection!!!
2. AI does not understand that not effective to atack you defens, if there are so many units and no way. I think in this situation AI must to drop his units to you base by dropship near players SCVs (Drones, Probes). Or must step back, control the map waiting for your expansion and bulding his expansion or go to high tech and continue to produce his units and upgrades.

P.S. Sorry for my English!
Title: Re: A.I. V5.0
Post by: sYk0 on March 01, 2010, 08:20:55 AM
To all:
The guys (not myself) working on the AI are going as fast as they possibly can.
I'm sure they have day jobs (school, college, university, ect), so just relax.
If you didn't already know, Blizzard did NOT include a fully functional AI system in the beta, it's going to take some work to get it tuned just right.
Title: Re: A.I. V5.0
Post by: formerself on March 01, 2010, 08:28:29 AM
Played a PvZ, where he the AI impressed me by slaughtering all my offensive units in an attack and destroyed my expansion.


He made 3 expansions, one which he built using overlord transport. That was nice to see in an AI!
Another impressive thing he did was to mind control my mothership when I attacked. However, he did a stupid thing to cast vortex on all my carriers as well as a bunch of his own units. That way the mothership had nothing to attack and there was nothing to attack it. 
He got all the buildings for high tech units, but he didn't use corruptors or ultralisks, which would have been difficult for me to handle.


Also, many thanks to the people making this AI. I'm not telling about the flaws in the AI to criticise. It's meant to be inspiration when making new versions of the AI.
Title: Re: A.I. V5.0
Post by: Elare on March 01, 2010, 10:06:17 AM
This one was posted on irc
http://www.mediafire.com/?2ngx4dtmtgd (http://www.mediafire.com/?2ngx4dtmtgd)
or
http://rs913tl4.rapidshare.com/files/357289138/11844799/v5tweaked_blug_.rar (http://rs913tl4.rapidshare.com/files/357289138/11844799/v5tweaked_blug_.rar)

It's V5.0 with 3 diffrend version
x1.0 like the normal one
and x.1.5 , x.2.0

tryed x2.0 and lost 2 games in a row for now
Title: Re: A.I. V5.0
Post by: charlly987 on March 01, 2010, 10:25:19 AM
registered JUST to say how thankfull i am to you and your crew. You've done a wonderfull job with the ai srcipt. Since i am SC 1 player for 5 years now, i really understand how the game's mechanics should work. The AI in this version on 4 player ffa map is no big deal for me but it does pose a threat and let's you feel how high-tense games will look like. HUGE, HUMONGOUS SHOUTOUT TO THE WHOLE TEAM !!!
Title: Re: A.I. V5.0
Post by: Skylo on March 01, 2010, 10:40:49 AM
Quote from: Elare on March 01, 2010, 10:06:17 AM
This one was posted on irc
http://www.mediafire.com/?2ngx4dtmtgd (http://www.mediafire.com/?2ngx4dtmtgd)
or
http://rs913tl4.rapidshare.com/files/357289138/11844799/v5tweaked_blug_.rar (http://rs913tl4.rapidshare.com/files/357289138/11844799/v5tweaked_blug_.rar)

It's V5.0 with 3 diffrend version
x1.0 like the normal one
and x.1.5 , x.2.0

tryed x2.0 and lost 2 games in a row for now


I suppose the x1.5 and x2.0 means the AI get 1.5 to 2.0 x Resources then Humans, or do they cheat in another way ;)


Can't imagine how someone "TWEAK" the 5.0 otherwise ;)
Title: Re: A.I. V5.0
Post by: Gamewiz on March 01, 2010, 10:50:33 AM
Quote from: Elare on March 01, 2010, 10:06:17 AM
This one was posted on irc
http://www.mediafire.com/?2ngx4dtmtgd (http://www.mediafire.com/?2ngx4dtmtgd)
or
http://rs913tl4.rapidshare.com/files/357289138/11844799/v5tweaked_blug_.rar (http://rs913tl4.rapidshare.com/files/357289138/11844799/v5tweaked_blug_.rar)

It's V5.0 with 3 diffrend version
x1.0 like the normal one
and x.1.5 , x.2.0

tryed x2.0 and lost 2 games in a row for now


What kind of tweaking is this? Is it tweaks to the actual AI? Or is x2.0 like gather x2 minerals and build/research x2 faster?


Is it just essentially the v5 AI with a slight cheat to it?


I'll give it a try when I get home from work today.
Title: Re: A.I. V5.0
Post by: charlly987 on March 01, 2010, 11:09:44 AM
OK, i just played the x2 vs 3 AI....NOW THATS SOMETHING !!! :DDDDD
Title: Re: A.I. V5.0
Post by: charlly987 on March 01, 2010, 11:13:28 AM
oh yeah, for some reason toss produces 2 units simoultaneusly from buildings instead of single one. Played with zerg too but i cant remember now were there 2 units hatching or just one. ill report later. but the difficulty is pretty nice in my humble opionion. Most of you guys who dont play sc 1 seriously wont stand a chance, at least on 3 player maps.
Title: Re: A.I. V5.0
Post by: Skylo on March 01, 2010, 11:46:21 AM
i played 1.5 and had a spawnpoint AI right next to me... he pumped out marines and tanks before i got a decent army... :/ no chance! cheating AI sucks! At the point I blocked away the first one, the TOSS came with an eradicating army! Then my Game hung up ;)


In my opinion not the best way to make the game harder ;)
Title: Re: A.I. V5.0
Post by: Razredge on March 01, 2010, 01:14:37 PM
My remarks about my latest PvP
-The initial wave was good, Zealots and Stalkers, although even late in the game neither had any upgrades, and the AI stopped pumping them right after they could make DTs which leads me to my next point;
-Relies solely on Archons... it was fuzing 2 DTs when clearly the 2 DTs would be a greater threat to my forces than one Archon. And even the Archon Forces were rather small, 4 maybe 5 Archon tops;
-It made just a few Immortals, but as soon as he started with the Archons, he would not get anything else;
-Did not make even one air unit, and had lots of Stargates, it did not build observers either, which lead them to get pwned by my DTs;
-The AI did not tech at all, even when I gave it space to gather up loads of minerals;
-Way too often it would go forth and back, as if "forgetting" I still had the units after he couldn't see them anymore;
-No unit cast any special ability whatsoever.

This version of the AI had a great improve over the ones before it, keep up the good work. I hope these remarks help improving the AI further.
Title: Re: A.I. V5.0
Post by: Slovenia on March 01, 2010, 01:18:19 PM
I played game today:
I was Toss my enemies were: Toss Terran, Zerg, Toss , Terran
First i killed zerg it was pretty hard when he had like 1000000 Zerglings than i went for Terran which used Siege tanks and BattleCruisers i barely beated his first force... than i went in his base (with blink) with a lot of stalkers, he used EMp with the ghost (took all my shields down ) and Siege tanks did the rest of the job. I managed to beat him thanks to my Mothership support  ;D . Then i saw that this Terran had 2 Expansions (one on gold minerals, and his natural) i kiled those 2 expos. Meanwhile 1 of toss killed the other protoss and the other Terran so it was just him and me. He had a lot of Immortals stalker 3 Carriers and Archons i saw he took second expansion on gold minerals( ( the other 2 expos were mined out) so i took mothership a mass teleported my units and killed all his probes. he had no income so he died
Title: Re: A.I. V5.0
Post by: ElvishSolution on March 01, 2010, 01:28:41 PM
First off I'm new here, and would like to open my first post by saying a very big thanks to all the development teams that have worked on the crack(s), hacked maps, and AI.  StarCraft Brood War is essentially my favorite game of all time, and being able to play, even against weak AI, on SC2 is something I thought would never happen.


In any case I have played all of Blizzard's games, but more importantly, I reached a semi-professional level in WarCraft 3.  So to that end I have made an account after watching this forum for the past week and half, in order to help make the AI as challenging as possible.


I am not very versed in computer coding, however, I do understand some basic languages (HTML, CSS, a little PHP).  What I would like to provide in terms of AI is not the code, but rather the strategy and micro choices the AI should make and so on.  I will be posting my complete topic later today in which I will outline 5 different build orders for each race, and how to execute a win from each build order, and more importantly how to adapt real counters to attacks from each build.


I'm sure the dev teams already have experience players, and I would simply like to provide my additions on strategy.  Of course, even the best AI that can be produced will never provide the same challenge as facing a human opponent, we can at least try to get it as close as possible.


Thanks again to all the hard work from the teams thus far


-Elvish
Title: Re: A.I. V5.0
Post by: TeaCheR on March 01, 2010, 01:51:24 PM
http://www.speedyshare.com/files/21206413/2010-03-01_19-01-04.Z-Z.SC2Replay (http://www.speedyshare.com/files/21206413/2010-03-01_19-01-04.Z-Z.SC2Replay)

it a replay of zerg vs zerg on Blistering Sands (1v1)
me pretty good player i think ... i dont like zerg ( cant play good ) , i dint not play protoss because i make very good defence then Dark Templar rush and dead  ;D terran to many option to eliminate de AI  8)

considerable improvement over the last version , good job keep it up btw replay a bit over 1 hour i let him grow almost on the hole map :)
Title: Re: A.I. V5.0
Post by: DarkOne on March 01, 2010, 01:57:02 PM
Great work on the AI guys!  Finally much tougher than the previous 4. I can still beat it but at least I get to try out the game and get some practice in before it releases.

So thank you for giving me this!

For all those others that are commenting on how wrong the AI is, give me a break!  It's a bot not a real person!  A computer controlled AI is never going to behave like a real person would.  Every game/situation/player is different. It can't react like a real player would.  Just be thankful you have something to test the new units out on. Personally I think the AI does better than most noobs out there would. So please be patient and let the devs tweak it some more.

Before the weekend you couldn't even play against the AI!!  Kudos to the Dev team!!  Great Job!!
Title: Re: A.I. V5.0
Post by: SanctifiedDevil on March 01, 2010, 02:32:51 PM
A few things the AI could use:
-Upgrades (They don't seem to ever upgrade anything, making it not a challenge towards end game)
-They need to keep pushing through (A few times I would of been killed by an armada of battle cruisers but they kept bouncing back and forth.)

If you add those two things I think the AI would be pretty good.

My last game was 1/1/1/1 and all I know is that the terran eliminated everyone else and came after me. Would of lost if they just kept pushing through. I had one carrier left when they retreated and they had nearly 10 battle cruisers. Not upgraded of course. I finally amassed an army and chased them back to their base. They kept running and building expansions all over the map at the end. It was hard to finally end the game because of this, it was for sure a challenge.

Overall, its fun as hell.
Title: Re: A.I. V5.0
Post by: ImWaitingforStarcraft3 on March 01, 2010, 02:43:07 PM
01-03-2010
Team StarCrack AI V 5.1 (No AI Cheating):  http://www.mediafire.com/?5n5vzaon2ay (http://www.mediafire.com/?5n5vzaon2ay)
Title: Re: A.I. V5.0
Post by: Psycho on March 01, 2010, 02:54:03 PM
Quote from: ImWaitingforStarcraft3 on March 01, 2010, 02:43:07 PM
01-03-2010
Team StarCrack AI V 5.1 (No AI Cheating):  http://www.mediafire.com/?5n5vzaon2ay (http://www.mediafire.com/?5n5vzaon2ay)

Can anyone upload it somewhere else? Mediafire seem to have some problems :P
Title: Re: A.I. V5.0
Post by: Happy-I-am on March 01, 2010, 02:56:09 PM
Quote from: Psycho on March 01, 2010, 02:54:03 PM
Quote from: ImWaitingforStarcraft3 on March 01, 2010, 02:43:07 PM
01-03-2010
Team StarCrack AI V 5.1 (No AI Cheating):  http://www.mediafire.com/?5n5vzaon2ay (http://www.mediafire.com/?5n5vzaon2ay)

Can anyone upload it somewhere else? Mediafire seem to have some problems :P
I just had to reopen the link to get it to work.
Title: Re: A.I. V5.0
Post by: Gamewiz on March 01, 2010, 02:56:12 PM
Quote from: Psycho on March 01, 2010, 02:54:03 PM
Quote from: ImWaitingforStarcraft3 on March 01, 2010, 02:43:07 PM
01-03-2010
Team StarCrack AI V 5.1 (No AI Cheating):  http://www.mediafire.com/?5n5vzaon2ay (http://www.mediafire.com/?5n5vzaon2ay)

Can anyone upload it somewhere else? Mediafire seem to have some problems :P


http://x.00.dy.fi/sc2c/StarCrack%20AI%205.1%20(no%20ai%20cheating).rar (http://x.00.dy.fi/sc2c/StarCrack%20AI%205.1%20(no%20ai%20cheating).rar)
Title: Re: A.I. V5.0
Post by: Psycho on March 01, 2010, 02:58:52 PM
Quote from: Gamewiz on March 01, 2010, 02:56:12 PM
Quote from: Psycho on March 01, 2010, 02:54:03 PM
Quote from: ImWaitingforStarcraft3 on March 01, 2010, 02:43:07 PM
01-03-2010
Team StarCrack AI V 5.1 (No AI Cheating):  http://www.mediafire.com/?5n5vzaon2ay (http://www.mediafire.com/?5n5vzaon2ay)

Can anyone upload it somewhere else? Mediafire seem to have some problems :P


http://x.00.dy.fi/sc2c/StarCrack%20AI%205.1%20(no%20ai%20cheating).rar (http://x.00.dy.fi/sc2c/StarCrack%20AI%205.1%20%28no%20ai%20cheating%29.rar)

Thank You very much :)
Title: Re: A.I. V5.0
Post by: gardenofaiur on March 01, 2010, 02:59:31 PM
http://rapidshare.com/files/357576520/StarCrack_AI_5.1__no_ai_cheating_.rar
Title: Re: A.I. V5.0
Post by: Gamewiz on March 01, 2010, 02:59:49 PM
Quote from: Psycho on March 01, 2010, 02:58:52 PM
Thank You very much :)


No problem!
Title: Re: A.I. V5.0
Post by: ElvishSolution on March 01, 2010, 04:02:47 PM
Testing 5.1 now will reply within the hour with a detailed report on what I find.


-Elvish
Title: Re: A.I. V5.0
Post by: koolitseric on March 01, 2010, 04:04:56 PM
Quote from: ElvishSolution on March 01, 2010, 04:02:47 PM
Testing 5.1 now will reply within the hour with a detailed report on what I find.


-Elvish
kk Hope they upgrade at least.
Title: Re: A.I. V5.0
Post by: Rhett on March 01, 2010, 04:14:28 PM
I haven't been able to beat them yet, myself. Even if I turtle, my defenses and any forces I'm building up, if they cut it, only hold them off for so long. I also noticed, that instead of permanently hovering outside your base going back and forth, they're just waiting for a few more units to arrive so they can attack. Haven't had the chance to see them expand more than once, but when they attack...

Nonetheless, this is still good fun, and practice. (I never was one for SC melee against people/computers).
Title: V 5.1 Analysis Part One
Post by: ElvishSolution on March 01, 2010, 05:08:56 PM
Alright just got done a TvT, and the comp beat me!!! - Actually this is quite an easy feat since I was terrible with Terran in BW, however, the computer definitely showed marked improvement.  Going to spam restart until I get my best race (Protoss) then I'll see what the challenge level is really at.  Report below.



Match: T v T
Duration: Approx. 18 minutes
Analysis: 5 PM Eastern, March 1st, 2010
Result: AI Win


Good:
-Scouted base within first minute
-Attacked with marines, tanks, and marauders at 10 minutes
-Expanded at 12-15 minutes
-Teched and began to pump battlecruisers
-When I made vikings to counter the cruisers, it also made vikings
-AI also kept attacking which was good, and greatly improved over previous versions does not dance on the edge of the fog of war
-Tank harrasement


Bad:
-While the AI did continually attack it really didn't seem to keep up the pressure, or encourage a fast paced 1 on 1 game
-The AI still waits to have a massively superior army to attack, it waited for 8 battlecruisers before using them, instead of adding units into the army as they are produced
-Other than a one-minute in SCV scout the AI had a non-existent late game, a rush would have defeated it easily


On Micro:
RAVENS - The computer is terrified of Ravens and thier point defense drones and turrets, every time I dropped them down it would run away, even when it had Battlecruisers
Having the AI focus fire the turrets should be implemented.


Tanks - AI sets up tanks to siege buildings well, but does not siege them when in battles, also it tended to dance the tanks at the front lines, taking heavy damage


Battlecruisers - The AI does not focus fire with its cruisers, but simply auto-attacks, also did not move any of them back when focused with 8+ Vikings


Infantry - The AI continually uses infantry as fodder, does not focus fire, or make medievacs - There was no attempts to remove its marines and marauders from combat even though I had 6 siege
tanks pounding on em.






Comments:
For the most part it seems you guys have got the build orders down now, the computer used most of its minerals, and most importantly was not idle at all during the game.
Currently I did not really see any direct counters, the AI essentially stuck with a set strategy and forced me to counter what it was making - which is good, but doesn't
necesarily emulate human play.  Keep up the good work devs! Zerg, and Protoss Analyses soon.


-Elvish
Title: Re: A.I. V5.0
Post by: powa on March 01, 2010, 05:29:50 PM
Just tested 5.1. I won without any problem at all but it feels better now, ai rushes and expands quite good (though a terran made 2 command centers in one exe) and also uses tank in siege mode quite good (it placed tanks inside its base behind buildings and was hard to get em with roaches and zerlings, even burrowed because he used radar hability).

The early scout is too early, when I'm doing the 1st supply/overlord/pylon I see their worker scouting, which makes no sense, it should come a bit later, once it can see if I'm doing barracks, fast tech, making defenses etc.

Worst are Protoss, they're really bad. It's always the easiest race to beat maybe because it doesn't use observer's static shield, blink on stalkers, speed on zeas, or do anything different than mass zeas with few stalkers and few templars, wich did not use any skill against me. I dunno also if protoss is using their speed aceleration fom the nexus, but it should.
Title: Re: A.I. V5.0
Post by: ElvishSolution on March 01, 2010, 06:05:46 PM
I hear that on the protoss AI, Zerg and Terran are much further along.  I will have all my reports up by tomorrow.
Title: Re: A.I. V5.0
Post by: ElvishSolution on March 01, 2010, 07:32:13 PM

Match: P v Z (Zerg AI)
Map: Desert Oasis (1v1)
Duration: 31 minutes, 38 seconds
Analysis 6:56 PM Eastern, March 1st, 2010
Result: Player Win


For the remainder of my reports I'm not going to be using a Good / Bad measurement, but rather simply state what the AI did, and comment on it


Report:


-Scouted at 1 minute 40 seconds to check build


-Scouted at 3 minutes for pre-rush


-At 6 minutes I had my 20 odd zealot rush ready, a couple of canonns up, tech ready for stalkers and immortals, and preparing my natural exapansion
   -I head to his base to attack and am met with solid resistance, 25-30 zerglings, and about 10 roaches


-Upon retreating to my higher ground at my base I was able to hold off the attack.


-At 12 minutes the AI returned with more zerglings and roaches, along with infestors and hydralisk in support
   -At this point my forces consist purely of Stalkers, Immortals, and Void Rays


-Stargates and higher end tech started at 16 minutes, met with Mutalisks, more many infestors, hydralisks, roaches, banelings


-The next 15 minutes of the game involve a back and forth battle in which I, low on vespene gas, continually hold off various Zerg pushes


-At 25 minutes came an end-game push for the AI, I had at this point, 8 immortals, 12 zealots, 6 carriers, Mothership, 3 Collosi, 10 Phoenix, 6 Stalkers, 4 Archons, 4 Dark Templar, 3 Void Rays
   -AI Army, 20 Mutalisk, a good couple dozen hydralisk, 10-12 roaches left over from mid game, 8-10 Ultralisks, Banelings, Infestors, and Overseers


-After a short battle I had cleaned up the remainder of the AIs forces, and then proceded for the remainder of the game to hunt down and kill numerous AI expansions


-I met with a small contingent of Hydralisks and Muties at his island expansion


Micro Specific:


Unit positioning for the zerg was much better than the Terran or the Protoss AIs I faced, but certaintly not spot-on.  When attacking my base it smartly used Mutalisk in order to take out my cannons, prior to bringing its remaining troops, however, it continued to do so even once I had a group of Phoenix tearing them up.


It always put its Ultralisks on buildings, and never once tried to take out my back line of Immortals (which Ultralisks dominate).


Banelings are morphed by the AI during combat, not prior to the battle. 


It did not use transports for in battle micro, nor did it use Nydus worms to send weakend troops back to the creep to burrow and regenerate.


Early game the AI allowed me to block 20 Zerglings in a nook in the wall, with only 6 Zealots, and my cannons made short work of the Zerglings.  However, it also surrounded my early game scout compliment of 3 zealots with its Zerglings, so it wasn't all bad.


The AI still has problems retreating and numerous times I picked off a half dozen Hydralisk upon its retreat.


Unlike the Protoss and Terran AI, the Zerg did not hesitate to attack at least, and made sure to bring its full force, or nothing at all.


Comments:


Zerg is far and away the best AI, while I was never troubled to defend its attacks, it certainly did a good job of keeping pressure on me and keeping my troops to low numbers.


Fast expansion was used by the AI, and it expanded once more for high-yield minerals, late in the game it put up 2 other expansions mostly to keep the match going.


Generally I was impressed with the performance the AI put out, however it did not really counter what I had, once the mothership carriers and collosus came out, rather than switch to corrupters and mutalisk, the AI continued to pump Ultralisks and Hydras, which would get mowed down in short order by the Collosus.


Where to go next?


I think the next course of action should be primarily to bring the Terran and Protoss AI's up to par with the Zerg AI, that way the playing field can at least be leveled so to speak, in that each AI will have comprable perforamnce.


Rushes - None of the AI's use the, while they are all capable of prodcuing a 6-9 minute early game push, none of them have a pre 5 minute rush, or assault of any kind.  Perhaps a script can be implemented where a certain percentage of the time, the AI will have a later first push attempt, and have an early rush instead.


Nydus Worms, Phase Prisms, Ravens - Never saw any from the AIs, would be a nice feature for a future version.


Considering the performance of the Protoss, I believe I'll wait until v6 to do a proper report on them (If a dev wants specific tips about making Protoss AI better PM me)


-Elvish
Title: Re: A.I. V5.0
Post by: koolitseric on March 01, 2010, 10:06:11 PM
I'll be simple with v5.1
Map, Twilight fortress, 1 1 1 1

P T Z T
I see scout in 10 second mark.

I went fast forge at 10 probe, 12 probe cannon 2X and got rid of terran next to me.  Not much resistance to that.

Then Other terran took out zerg at 15 minute.

15:00 I had 7 warp gates, 3 robotics, 4 expansions.  The terran had 3 expansions and were massing out vikings and tanks.

20:00 13 warp gates, 5 robotic, 6 expansions.  Terran had 5 and still massing out tanks and vikings.  They kepted teching.  :)

22:30, took them out easy with stalkers and sentries.  I wish they had a ghost for emp, but too bad that I just shielded my way in and blinked.  Vikings were just staying in the air though, maybe a glitch.
23:00  it called gg.


Another one
z z z z

somehow...
13 pool, then 2 crawlers, rushed took one out.  It didn't even have pool at that time.

17:00 Didn't do roaches, rushed air, and banelings. did 6 exp.

18:00 Other zerg died.

20:00 20 overseers near their base, Around 50 broodlings  Zerg attacked with some hydras and masssed around 50 zerglings and roaches.  Hydras were teched, but roaches weren't so easy kill with banelings with no speed upgrade.

22:00 counter, 20 broodlings. and mass of banelings.  It gged.

Anoher

z(me) p z t

10 pool, then rushed lings to toss right next to me. gg at 6:00

8:00 terran died.

12:00 3 exp, rushed mass banelings.
16:00 gg, 50 banelings took about pretty much everything.  Think it was building mutalisks but roaches were teched.