DarkBlizz

Game On => Land of AI => STARCRAFT II: WINGS OF LIBERTY => AI Scripts => Topic started by: ptanhkhoa on April 05, 2010, 09:43:41 AM

Poll
Question: Which Race you think needed to improving ?
Option 1: Zerg votes: 38
Option 2: Terran votes: 17
Option 3: Protoss votes: 11
Title: Green Tea AI 0.56
Post by: ptanhkhoa on April 05, 2010, 09:43:41 AM
With commander system, every time you play, the AI will use different strategy.
Notice:
_ You must see welcome screen " Green Tea AI 0.x version", otherwise it is not working. It should be only one folder inside the AI/Mods folder
For example: + /AI/GreenTea Ai/ Trigger Libs.
+ not /AI/Green Tea AI/ Green Tea AI/ Trigger Libs

Version Explain:

Green Tea AI 0.55, edit some difficulty
Very Easy : 10 minutes countdown, the AI won't attack you in these time. APM limit 300.
Easy : Don't using micro. Show Commander name
Medium : Using Micro ( like evade storm, burrow,.... ), hide commander name, no limit APM. ( Best non-cheat AI ).
Hard : The harvest rate increase from 1 to 1.5 times in 10 minutes. After that remaining at 1.5 times.
Very Hard : The harvest rate increase from 1 to 2.0 times in 10 minutes. After that remaining at 2.0 times.
Insane : Very powerful Boss AI ( 2.0 harvest rate at the start ).

Insane AI
Starcraft 2 GT AI PvZ.avi (http://www.youtube.com/watch?v=ocViOS8INUc#)

Medium AI
Starcraft 2 GT AI TvP (Medium).avi (http://www.youtube.com/watch?v=Uv8MsDUumv0#)


Green Tea AI 0.51
_ Force field ability modified target.
_ Some fix about changing commander.
_ The HR rate now display to Minerals and Gas, so you can know exactly the mining rate of AI in very hard / insane mode

Green Tea 0.4 beta

_ Force field ability modified target.
_ Some fix about changing commander.
_ The HR rate now display to Minerals and Gas, so you can know exactly the mining rate of AI in very hard / insane mode

_ Expansion now working better. Normal will be 3 expansion, only   expand at the 4 mines when the first one almost out of minerals.
_   Transport working : AI will transport the harvester to the island or   transport units to attacking enemy if there is no ground access
_ Infestor will burrow when moving.
_ Ghost and Banshee will permanent Cloak when be attacked.
Compatible with the difficulty setting of SC2AllInOne.
Very Easy: APM 300
Easy : APM 600
_ Reveal commander name
_ No Micro ( evade storm, hit & run )
* The very easy and easy ai will reveal the commander name at the   beginning. So you can practice and build counter for each commander.
Medium: APM 900
Hard : No limit
_ Hide commander name
* These like the standard version of Green Tea, enough all feature,   the Medium AI have reduce APM so it can be easier for longterm when   there are many units.
Very Hard: Slow bonus harvest rate
Insane : Fast bonus harvest rate
* These are cheating resources like the Green Racer AI, the different   is very hard AI have slower cheating race compare to Insane.
  (http://www.nibbits.com/media/tools/images/20100619232310/Screenshot006.jpg)

GreenTea 0.47d:
_ 2 commander for Zerg Race :
  Mole : Standard 14 pool
  Mouse : Zerg Rush 6 pool
_ CreepTumor build ( testing ) : the AI will starting build Creeptumor and make it spam on the map ( will stop if it reach a wall )


At the end of the match, the Commander will reveal their name.
(http://i328.photobucket.com/albums/l344/ptanhkhoa/th_Screenshot001.jpg) (http://s328.photobucket.com/albums/l344/ptanhkhoa/?action=view&current=Screenshot001.jpg)
Installation Step
You can use this AI for SC2Launcher of Zocx or SCALLInOne of Vernam as well
When using SC2 Launcher of Zocx:
Link: SC2 Launcher (http://www.mediafire.com/?exoleonmxgy)
_ Extract folder GreenTeaAI into /Mod folder.
_ Delete all the file in the /Plugin folder,
_ Select the latest patch
_ Choose FreeForALL mode only.

When using SC2 AllinOne of Vernam:
Link: SC2 All In One (http://sc2.nibbits.com/assets/starcrack-allin1/)
_ Copy GreenTeaAI to AI/ folder
(http://a.imagehost.org/0842/otherpath.png)
_ Choose OtherAI in Difficulty and select GreenTeaAI 0.45
(http://j.imagehost.org/0149/other.png)

Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Phobia on April 05, 2010, 12:06:00 PM
very nice, thank you.
just one question. if im using normal (which says 1.5x next to it), my enemy willl have 1.5x resource's or its just symbolic ?
and another question, i opened the file, and i found the trigger libs folder inside, and two files. what do i do with those ?
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 05, 2010, 09:54:02 PM
I make some updates to make the Zerg attack at late game.

@Phobia: Yup. normal the enemy will have 1.5x resources to give it on pair with human.
   You don't needs these 2 files (it created by my C++ Program). Just copy all 3 folder to the mods folder from the launcher of Zocx

http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-launcher/ (http://darkblizz.org/Forum2/sc2-tools/starcraft-ii-launcher/)
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Phobia on April 06, 2010, 08:04:32 AM
oh, ok
isnt there any good ai that has resources like i have ? cause im pretty good, its just that they are comming with a force too big for me to stop, cause they got way more resources.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 06, 2010, 08:26:14 AM
Maybe you can try the easy one :) . You know that the AI is very "stupid", if you choose race like Terran, and turtle up with siege tank, the AI still attack carelessly not like human. So it better to have handicap for computer and people can use there skill to win them even with less army.

For everyone who tested my AI, can you give some advice to make them better? The weakness of the race Zerg, Terran or Protoss ( in any version ) ? I really appreciate it and help me to improving my Ai better .
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: mikezter on April 06, 2010, 12:51:57 PM
Hi there,
i would like to request your help. I try to play this AI but on map start it instantly shows "TIED!" and neither me nor the computer have any units.


I placed Triggerlibs in Mods Folder and used StarCraft II Launcher 2.3.1 © Zoxc 2010


Thank you
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Phobia on April 06, 2010, 01:46:39 PM
Quote from: mikezter on April 06, 2010, 12:51:57 PM
Hi there,
i would like to request your help. I try to play this AI but on map start it instantly shows "TIED!" and neither me nor the computer have any units.


I placed Triggerlibs in Mods Folder and used StarCraft II Launcher 2.3.1 © Zoxc 2010


Thank you
look, im good at sc2, its just i wanna get ready for the internet multi player, so im looking for a hard 1x none cheating ai.  im not a noob, im playing very good and i got some good strategys.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ev- on April 06, 2010, 03:33:47 PM
@mikezter: You need a subfolder with the name of the AI (eg. GT 0.4)

I have to agree with phobia.
The cheating version do not represent a normal player since rushes and eco harrasment wont work in the same way as they should!

I also just want a non-cheating resource handling AI which plays with its resources at full potential!
Stepping on the path of the cheating AIs is just the easier way. Too easy.

green tea was on the right path with its very nice resource handling, but i just dont enjoy the cheating versions...
Its just a zerging map to me then (which isnt easy to beat, but not what the regular player here wishes...).

Please go back to the non-cheating version or at least bring out a non(or semi!) cheating version that uses its full potential!

Dont misunderstand me! I like your AI very much ;)
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 06, 2010, 11:41:20 PM
@Phobia : Included in my package also the non-cheating version, maybe you can try it out and give some feedback for me to improving it ( the weakness of the AI).
@ev- : This also my aim, for providing the non-cheating version which can give some difficulty for player. But  it need to improve some of the micro problem, otherwise it still should receive some bonus resources.

  In the current version now ( included the non-cheat one )  the AI can :
     _ Have almost upgrade Research ( included the VoidRay Speed, Battle Cruiser Skill, Ultralisk Armor & Speed )
     _ 2 different main strategy for each race ( but will still vary depend how opponent build to counter with it )
        + Terran : 1. 3M strategy ( Marine, Marauder & Medic ) ( useful against Zerg )
                         2. Tank & Mech  ( useful agains Terran & Protoss )
        + Zerg : 1. All around approach ( will build every bulding and build unit counter to the enemy )
                      2. Mainly ground approach ( the aim is to tech fast to Ultralisk, so ignore Air unit, it will build Hyralisk to counter Air unit instead )
                     I also try to use fast Multalisk but it not effective, because it cost gas too much, will research it later in the next version
        + Protoss : 1. Zealot rush at the begining + tech fast to get Collosus + Voidray ( useful against terran & Protoss )
                           2. Teching fast to get Darktemplar Rush + Hightemlar with Pristorm + Voidray
                    ( 2 strategy above will get Mothership & Carrier at late game, and adding some Phoenix if the opponent build air unit )
       Attack depend on how your style, if you turtle too much, it will saving resources and try to expand and get huge army to overcome your defense. ( The Darktemplar rush will be different case )
      While if the opponet focus on building unit & attack, it will build defense and will revenge back after the attack ( when the opponent army is weaker )
     _ When it attack, it often divided army, the smaller one with try to diversion the enemy, while the main force will attack. But when needing, if will gather all the army for one strike.
    You can watch the replay to see how the opponent doing, and if something wrong with it, feedback for me.

  What I getting close now for the next version is :
       _ Adding more strategy, ofcourse
       _ Terran CAN USE NUKE ( so adding another defense style & using nuke approach for terran )
       _ Try to make the Roach burrowing and moving to attack, when it closed to die, it will burrow again unless it detect that the enemy has some detector unit.
       _ The more human style attacking for the Terran, like this :
            When they attacking & getting close to the enemy base. It will not attack yet, and get range far from the enemy defense and try to using tank siege. The marine just sit close to the tank to protect it and not attack unless the opponent defense is weaker & even having some scv with them to build some bunker or repair the Tank.
         
   The Aim for longterm :
     _ Make the AI that CAN REALLY LEARNING after it defeating. It will stored the build style, mixing of the player in one file. The next time it fight, it will try to using the same strategy at that player ( if it choose the same race of that strategy ), or if find out that person using the same strategy again, will build counter unit to that strategy.
    _ So everytime you play, you will get one file that contain the strategy, you can uploaded it to me and i will make the larger database file that contain, maybe 10 strategy for each race which get highest winning rating.
And the database will be improving at more player playing my AI
   ( This is seem theoretical, but that my aiming for the longterm ).
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ev- on April 07, 2010, 10:53:05 AM
Awesome news!

Was a bit afraid that you cat wanted to make  a Ubbermassing monster AI :D
Looking forward to future matches against your AI!
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: able1214 on April 07, 2010, 03:53:32 PM
Hey, just wanna know, u said it's a non-cheatin version, does it cheat on vision?
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 07, 2010, 08:11:17 PM
it still cheat on the vision  to get the exact quantity number of the opponent.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Shadow on April 08, 2010, 06:36:30 AM
Very nice AI. Beat the latest version of Strategy and GhostAi is easy for me, but this Ai surprised me, it realy good! Nice work man!
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Shadow on April 09, 2010, 01:37:59 AM
I played a few games for protoss against terran. Ai is realy very strong, most of the games i lost to him. He build strong army, research upgrades, harras and expantion action is very good. My dream come true, i saw Raven in game!

But i think i found bug. I destroy their CC by VoidRay and he didt rebuild it. Also he dont repair buildings. I think he had no resourse for rebuild CC and repair buldings, but i cant see it on replays (I cant see replays on Lost Temple map). Maybe someone check this???
And when he attack me and have advantage (he can kill me without problem), i attack he base by VoidRay and he led away army. I think this must be fixed, maybe some changes in attack code? I think IA must understand that he has the advantage.

Anyway, this Strong and smart AI, play with him a pleasure for me and i thanks the author for the undertaken work.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 09, 2010, 02:39:37 AM
For the repair thing, you need to include this "gamedata folder" in the same trigger libs folder. (For ex, the GT0.4 folder should have 2 folder : Gamedata & TriggerLibs ). I am reworking on the attack function again, to get the priority to choose between protect the base  or contiune attack the enemy base, or even divided up the army ( smaller one will protect the base while the rest continue attack). Thx advance for testing & feed back for me :) .
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Shadow on April 09, 2010, 04:08:35 AM
THX for gamedata folder, i will check the changes and feed back)))
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: logo on April 09, 2010, 05:47:28 AM
"Base.Sc2Data will upload later"  and that was yesterday. For me later means same day only later, not tomorrow, not in 2 days or a week.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Bedervet on April 09, 2010, 06:11:50 AM
@ logo
What do you mean? This is your first post and you clearly ask for something you  don't pay for. Devs have lifes too and later means later.
Next time say at least hello the first time you post somewhere.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Shadow on April 09, 2010, 07:25:25 AM
what prodlems to use launcher with support triggerlibs ???
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: logo on April 09, 2010, 07:44:33 AM
@Bedervet

Sorry but a cant see what am i asking  here. You are putting words in my mouth. Read my post again. I am just expressing what word later means for me. I i have registered on this forum only to point that in this topic.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ev- on April 09, 2010, 07:59:01 AM
learn to do it yourself if you're in such a hurry!

try google: mpq editor or get starcraft 2 launcher

hate those guys who have all the time in the world to complain, but no time to do stuff themselves  :anono:

Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: logo on April 09, 2010, 08:08:25 AM
What makes you think i am in a hurry. I already played  a couple of games against this AI. People i just don't understand you. Do we speak same language or what?
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Bedervet on April 09, 2010, 08:29:37 AM
This forum is about bots, emu, AI and not english language, if you registered only to point out that the dev used the wrong word, ppl here can't do anything for you.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Shadow on April 09, 2010, 08:40:26 AM
Logo, stop flud! Stop post the message without meaning!!! enough litter topic! Тупой тролль!
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: logo on April 09, 2010, 08:45:40 AM
Again i didn't ask anything from anyone. And this is not about english language. Its about freedom of speech...................................nah i am just messing with you. If only one guy said that that's not appropriate way of communicating with others  i would agree.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Bedervet on April 09, 2010, 09:35:01 AM
Where is the fucking old good time of IRC,  a /ban or /kick could have sold the problem quickly....
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 09, 2010, 09:52:19 AM
 :D , I admit that the Base.SC2Data are more convenient for the player, easy use and can watch replay with Vernam 7 launcher. But the Trigger Libs are more easier for us developer to edit and update rather than repacking again & again.
   So I mean "later" for the more stable version of GreenTea 0.4. Also, i can't use Vernam SC2AllinOne now after update it to patch 8 ( don't figure out why yet ?), so can't tested if my AI working or not with the SC2Data version.
   I Attached the base.sc2data below, I don't know whether it work or not :(.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: logo on April 09, 2010, 10:27:17 AM
Sorry ptanhkhoa,  you have to understand that these new guys are like fire you just need to light em . Anyway thanks for SC2Data  i will test it with latest vernam7 tool and report back if i find any bug. Over and out.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: tunnnnn on April 10, 2010, 08:44:32 PM
Concussive shell in tech lab disappeared when use SC2Launcher launched the game with this AI. Please help  :'( .

Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: tunnnnn on April 10, 2010, 09:02:46 PM
Just found my gamedata is older version patch 8. so i try to replace with the lastest one get from SC2AllIn1 and i did work for me.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: StubbornRock on April 10, 2010, 09:47:12 PM
Quote from: tunnnnn on April 10, 2010, 08:44:32 PM
Concussive shell in tech lab disappeared when use SC2Launcher launched the game with this AI. Please help  :'( .
Same problem here, although I don't know if it is because of the launcher....
Well I don't really need the research anyway...normally the game would end after stim pack is done
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: tunnnnn on April 11, 2010, 01:04:13 AM
Quote from: StubbornRock on April 10, 2010, 09:47:12 PM
Quote from: tunnnnn on April 10, 2010, 08:44:32 PM
Concussive shell in tech lab disappeared when use SC2Launcher launched the game with this AI. Please help  :'( .
Same problem here, although I don't know if it is because of the launcher....
Well I don't really need the research anyway...normally the game would end after stim pack is done

just figured it out by replacing gamedata folder i have attached. Find it.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Shadow on April 12, 2010, 04:12:34 PM
The problem about wich i wrote earlier, when terran is not rebuild destroyed expantion remained. Yes, wich GameData folder terran repair buldings. But when terran have resourse, even if it is the last resources, he prefered to build an army, not rebuild expand. Author, please fix this in next version))
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 13, 2010, 10:18:29 AM
Thx for feedback and I'm surely that it will be corrected in the next version :). But it will be somehow very long, now i'm focusing most of the time on the Micro control and here are something that I had archived :
   _ Can build at any location , even near the enemy base => So expect some Bunker & Cannon Rush, not for Zerg though, but I am thinking of using Nydus Worm ^^.
   _ The Ai can sneak silently andN kill your worker. The ghost can sneak into enemy base without attacking , but still not make it using Nuke yet.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: drowsemight on April 14, 2010, 03:07:22 AM
First i have to say that this "non-cheating" is the best if ever played against. 7.0 is easy to beat but this one is really hard.

Some faults i have found:

1. PvP is easy to beat with Zealot only rush
- Thats because the computer goes fast on unit-tech
- And maybe cause they try to make a fast expansion

2. Once you destroyed a Pylon next to a building the AI still trys to build units inside, even if there is no pylonfield next to it.
Although the AI doesn't try to build any "new" Pylon to make the building work again.

3. If AI Zealots reach a walled choke with Cannons they always run up an down the ramp till they die.
They don't even try to kill the "one" Zealot that makes the wall complete.

Still this is one of the best AI. Without Zealot rush this one is really hard to beat.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: klaretos on April 14, 2010, 10:32:46 AM
Can someone please upload on mediafire the base.sc2data with the latest greentea in it?

Thanks in advance
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: SuXue on April 14, 2010, 01:39:55 PM
Without any doubt this is the strongest Terran AI ever.

Terran is the best race for AIs to use, because all factories are so damn cheap.

However, I really enjoy your Terran strategies, which is what that set it apart from all other AIs. Did you learn them from replays, or did you find them by yourself? I think you shall be a pretty strong Terran player.  :)


Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: unclean on April 17, 2010, 03:21:33 AM
Quote from: klaretos on April 14, 2010, 10:32:46 AM
Can someone please upload on mediafire the base.sc2data with the latest greentea in it?

Thanks in advance

Here you go.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: klaretos on April 17, 2010, 04:04:05 AM
Played against the easy and I think it is too easy. AI didn't even update CC to OC and built only marines. I suggest you put the hard AI with non cheating mode, is that possible?
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Broly on April 17, 2010, 07:18:43 AM
When I play this AI with Starcraft II Beta Launcher the melee units just move around enemies but do not attack. It makes the AI pretty useless, it happens too with AMAI. All other AIs work well so somebody find it the same in this AI or know what happens?
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: logo on April 17, 2010, 08:18:43 AM
QuoteWhen I play this AI with Starcraft II Beta Launcher the melee units just   move around enemies but do not attack. It makes the AI pretty useless,   it happens too with AMAI. All other AIs work well so somebody find it   the same in this AI or know what happens?

Use zoxc launcher. Its the only one that works with this AI.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 18, 2010, 10:46:28 AM
Played against the easy and I think it is too easy. AI didn't even   update CC to OC and built only marines. I suggest you put the hard AI   with non cheating mode, is that possible?

=> That mean the Base.SC2Data doesn not work :|, try using Zocx Launcher instead.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Broly on April 19, 2010, 09:38:55 AM
I do not know why Base.SC2Data does not work. I edited all AI that come as Triggerlibs + GameData to be in Base.SC2Data format and I got all of them working perfectly (I converted to Base.SC2Data format even the new Strategy 0.4 that comes as patch.SC2Archive)

Just this one seems to have something weird.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 20, 2010, 04:10:39 AM
Well, silly me because I forget to put the AI.Galaxy into Trigger Libs, I'm sure that the next version will run SC2Base.Data smoothly :)
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: chikopaws on April 20, 2010, 09:22:18 AM
wow..! I just tried your AI.. and I like it..  :D  thanks!

the easy version is harder than starcrack..

but dunno why, my game version launched wasnt 14803..and yeah I'v patched the game to 14803 long ago.. and this morning, I still used allin1launcher by vernam and the game version running is 14803..
then I used zoxc launcher but the game version wasnt 14803 anymore.. I dont have any idea why is this happening.. I've tried to change the drop down menu from latest to 14803.. but still didnt work..

can you help please ptankhoa??
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 20, 2010, 09:35:05 PM
That because the GameData folder is outdated, you should put this new one in the samefolder with Trigger Libs,
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: chikopaws on April 21, 2010, 08:15:05 AM
lol..

u should update your first post man..

thanks anyway..

really likes your AI  :thumbsup:
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 22, 2010, 02:34:34 AM
I will update when it come to next release, here are some nice stuff I had developed , somewhat close to "Walling" for terran.

(http://i328.photobucket.com/albums/l344/ptanhkhoa/th_Screenshot029.jpg) (http://s328.photobucket.com/albums/l344/ptanhkhoa/?action=view&current=Screenshot029.jpg)

(http://i328.photobucket.com/albums/l344/ptanhkhoa/th_Screenshot032.jpg) (http://s328.photobucket.com/albums/l344/ptanhkhoa/?action=view&current=Screenshot032.jpg)

(http://i328.photobucket.com/albums/l344/ptanhkhoa/th_Screenshot030.jpg) (http://s328.photobucket.com/albums/l344/ptanhkhoa/?action=view&current=Screenshot030.jpg)
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Shadow on April 22, 2010, 08:37:10 AM
ptanhkhoa, when next version realise?))
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ptanhkhoa on April 22, 2010, 09:37:59 PM
I'm going to release it this weekend, but there is patch 9, so it have to be delayed to get it compatible.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: Shadow on April 23, 2010, 06:19:16 AM
Now i played PvZ math. I think zerg most weakly in this AI. One VoidRay and zerg write GG. Three times he go to mass roach.

Also i played PvP. I REALY!!!! surprised. Protoss most strong race in this AI. Nice army mix and smart use of abilities such as psistorm and guardin shield by sentry. Nice macro and micro. I think if I was a little faster than I would have been able to defeat him, especially in early game.
Title: Re: GreenTeaAi 0.4 ( easy, normal and hard for beginner to advance player )
Post by: ev- on April 28, 2010, 12:40:43 PM
Gogo GT0.5  :P

Im really looking forward  O:)
Title: Re: Green Tea AI 0.42 semi-noncheat Test version Compatible with patch 10
Post by: ptanhkhoa on April 30, 2010, 06:23:01 AM
Not yet, but I'm update a test version that compatible with patch 10, check the first post, I think it more fun than the Blizzard AI though  :D .  Just Terran AI only, the Protoss is belong to Suxue.
Title: Re: Green Tea AI 0.42 semi-noncheat Test version Compatible with patch 10
Post by: sopen55 on April 30, 2010, 09:09:26 AM
.. uhm im not so certain but when you say semi-non-cheat does that mean the ai has map vision but no mineral bonus?? thanks for the new ai version!! :thumbsup: finally something to practice before playing with real players  :jig:
Title: Re: Green Tea AI 0.42 semi-noncheat Test version Compatible with patch 10
Post by: ptanhkhoa on April 30, 2010, 06:31:06 PM
Yes, it only have map vision :)
Title: Re: Green Tea AI 0.42 semi-noncheat Test version Compatible with patch 10
Post by: Yarrick on May 01, 2010, 06:59:58 AM
what launcher do you advice with the last version of green tea ?

(and if you have a link please !)
Title: Re: Green Tea AI 0.42 semi-noncheat Test version Compatible with patch 10
Post by: raptorz on May 01, 2010, 09:17:48 PM
hi all, i followed the instructions but the AI still can't seem to be loaded. using sc2 launcher 2.3.1.
under the parameters section, which version should i use??
Title: Re: Green Tea AI 0.4241, compatible with new SC2AllInOne (Patch 10)
Post by: ptanhkhoa on May 03, 2010, 10:26:48 AM
@Raptoz , Yarrick : you should choose Latest version and choose "Free for All mode". I updated the new patch that can work well with SC2AllInOne of Vernam as well in the first post.
Title: Re: Green Tea AI 0.4241, compatible with new SC2AllInOne (Patch 10)
Post by: SuXue on May 04, 2010, 05:42:18 AM
Gonna learn how you move the workers to new expansions  ;D
Title: Re: Green Tea AI 0.4241, compatible with new SC2AllInOne (Patch 10)
Post by: Zamolxe87 on May 10, 2010, 05:16:10 PM
ok, until now i played strategyAI 0.42 (for patch 10 ofc) ... in which i lose about 33% of the games due to the fact that i'm trying out stuff.

So i dl-ed Green Tea 0.4241 and played two games so far, and i hope i've done smth wrong in copying it to the mods folder because the AI is patethic. Using SC2Launcher2.3.1 and patch 10.

1st game: Prot vs Terr - Kulas Ravine: proxy pylon in the middle and 4 gateway rush, attacked the terran with 4 zealots, 3 stalkers and 2 sentries. The Terran ONLY HAD 2 Marines.

2-nd game: Terr vs Zerg - Kulas Ravine: 2 barracks/1 factory - attacked the zerg with 6 marines, 2 marauders and 1 bike, the Zerg ONLY HAD 1 roach and a queen to defend.
Title: Re: Green Tea AI 0.4241, compatible with new SC2AllInOne (Patch 10)
Post by: darka on May 11, 2010, 01:57:15 PM
Quote from: Zamolxe87 on May 10, 2010, 05:16:10 PM
ok, until now i played strategyAI 0.42 (for patch 10 ofc) ... in which i lose about 33% of the games due to the fact that i'm trying out stuff.

So i dl-ed Green Tea 0.4241 and played two games so far, and i hope i've done smth wrong in copying it to the mods folder because the AI is patethic. Using SC2Launcher2.3.1 and patch 10.

1st game: Prot vs Terr - Kulas Ravine: proxy pylon in the middle and 4 gateway rush, attacked the terran with 4 zealots, 3 stalkers and 2 sentries. The Terran ONLY HAD 2 Marines.

2-nd game: Terr vs Zerg - Kulas Ravine: 2 barracks/1 factory - attacked the zerg with 6 marines, 2 marauders and 1 bike, the Zerg ONLY HAD 1 roach and a queen to defend.

The Green Tea AI is sweet for share aknowledge about AI programming.
Instead of his Terran opening build is not viable.

For Zerg AI, I prefer DoZerg version but not ready for patch 10, I hope the author will release it quickly.

The Protoss AI is from SuXue, who release only protoss 1vs1 gameplay. His AI sucks when there are more than 1 Protoss AI.
Otherwise, this AI is good for 1vs1 training. I hope multi-protoss support will be release. :D

I think best mix AI for 1vs1 training is:

Starcrack Terran (different opening) or Strategy Terran (only one opening & semi-cheating)
Aiur Protoss (don't know if it's semi-cheating)
Strategy Zerg or DoZerg
Title: Re: Green Tea AI 0.4241, compatible with new SC2AllInOne (Patch 10)
Post by: ptanhkhoa on May 11, 2010, 08:10:28 PM
Thanks for feedback, last greentea version is just a developed version for compatible with patch 10. I think he cannot handle rush so well. Also Ai just wrote for Terran only ( Zerg && Protoss belong to other AI).
So I had updated version 0.43 that can make GreenTea Ai stronger. Check the update in the first page, include all 3 race.
   _ Zerg : with the new update, i find that Roaches are not useful for the AI anymore because attack rate reduce to very slow, so I make the main force is Zergling.  Cancel gas technique to get one more drone => 11 Pool, faster than the original 12 pool.
   _ Terran : Marine, Marauder, Medic and Terran are still best combo for the Terran so I keep up in this version. To handle rush, i let the terran build Barracks first, than Supply Depot later.   
   _ Protoss: Depend on the situation, it can give all 3 Gate rush Zealot or try to reach Pristorm technique.

Bug still fix:
  _ Don't have transport yet, so try don't use on the map have island. The Ai will not moving are try to attack that island.

How to know AI Working :
  _ Text " Active GreenTea AI 0.43" at the beginning.
 
  _ Try to play match between 2 computer, if the Zerg Ai can use Gas   Cancel to get one more drone. Then it work well.
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Rokrdude on May 12, 2010, 12:36:09 AM
Major bug in new version

If you send your scouting drone the opponents workers tries to kill it and if somehow you mange to save it and return to your base, the opponents workers keep chasing it and thus loose mining time and thus you can overpower the opponent ai easily.
This happened while playing against terrain and even protoss ai.

Please make the necessary adjustments.
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: tl2e3le4f on May 12, 2010, 01:03:12 AM
I second that Rokrdude.

I just sent a probe into the Terran base and didn't do anything yet but the AI pulled all of his workers off the line and ran after my probe until it died... I think this is a major bug that needs to be fixed as soon as possible lol.
Other than that this AI is really good! Thanks for all your hard work ptanhkhoa. :)
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Shadow on May 12, 2010, 03:12:02 AM
I noticed that this bug does not appear on all maps. I played 3 games on the map Inceneration Zone, there was this bug. Then I played one game on the map Blistering Sands and this bug is not noticed. Now I can not play a few games for the better statistics, but in the future required to test this idea. Also ask other players to check it.
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Rokrdude on May 12, 2010, 03:26:06 AM
Quote from: Shadow on May 12, 2010, 03:12:02 AM
I noticed that this bug does not appear on all maps. I played 3 games on the map Inceneration Zone, there was this bug. Then I played one game on the map Blistering Sands and this bug is not noticed. Now I can not play a few games for the better statistics, but in the future required to test this idea. Also ask other players to check it.


I played on 4 maps including blistering sands and faced the same bug
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: ptanhkhoa on May 12, 2010, 03:57:05 AM
Thanks guy for report, it fixed (see link at the first post ). Now it only send one worker and when it chase your scout far enough, it will return to the base.   So in order to scout the AI base, you had to control your drone more, not just standing still ^^.

Also, add 3 more opening for the Zerg, now it not only 11 Pool, but   sometimes it can be 6 Pool or 11 Hatchery depend on the Map.

(http://i328.photobucket.com/albums/l344/ptanhkhoa/Screenshot.jpg)
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: tl2e3le4f on May 12, 2010, 04:39:37 AM
Yay, thanks ptanhkoa. It works now. :)
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Shadow on May 12, 2010, 10:57:37 AM
I will check it later when I will not drunk :-))))))))))))
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Shadow on May 13, 2010, 09:27:23 AM
ptanhkhoa can you add more basic opening and more strategy in next version? Also i think AI must do harrasment and diversion such units as riper\banshees\mutalisk.

Anyway, THX for good AI :-))
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: ptanhkhoa on May 13, 2010, 10:31:48 AM
@Shadow: You can suggest some good opening and it will appear in the next version ^^. I remove the diversion just now because it had some bug need to fix.

P/S: for the lack of opening, you should try play on random Race to get more variation :P
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Rokrdude on May 13, 2010, 01:44:05 PM
Quote from: ptanhkhoa on May 13, 2010, 10:31:48 AM
@Shadow: You can suggest some good opening and it will appear in the next version ^^. I remove the diversion just now because it had some bug need to fix.

P/S: for the lack of opening, you should try play on random Race to get more variation :P


Actually the protoss has improved greatly from previous version and not sure if anyone notice a change(which i like very much)
In previous versions while playing against random,we could know the opponents race as when the game loaded as for protoss it said auir, for zerg strategy asnd terrain greentea


Thankfully now it only says grenntea ai


Lastly patch 12 is coming so we need an update


Keep up the good work ptanhkhoa :thumbsup: a



Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: ptanhkhoa on May 13, 2010, 02:09:32 PM
Because at the patch 0.4241, beside Terran, other Race is belong to other developer :), now I make a complete 3 race so you will only see GreenTea :). Hopefully patch 12 just the small change ( cost, build time... ), not the internal code >.<
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: sopen55 on May 14, 2010, 02:01:51 AM
.. i dont think patch 12 was a major patch, cause the ai still works, and whats miraculous about your ai script is that the zerg ai destroyed the protoss ai even though roaches are 2 food now. great job on the zerg ai script!! :thumbsup: havent seen the terran ai play though.. i'll try it later. ;D

edit: wow your zerg ai is really good. ive tried tvz and its unbeatable!!! :thumbsup: but when i play using zerg i cant beat p nor t. :'( haha guess i need to practice more. :)
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Shadow on May 17, 2010, 04:00:44 AM
ptanhkhoa, can you tested and modify for compatibility with your GreenTea, Darka upgrade for Strategy AI (see this topic http://darkblizz.org/Forum2/ai-scripts/strategy-ai-0-41/15/ (http://darkblizz.org/Forum2/ai-scripts/strategy-ai-0-41/15/) reply#29) ?? I think with your Ai this upgrade must work better :)
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Rokrdude on May 17, 2010, 05:08:58 AM
Quote from: Shadow on May 17, 2010, 04:00:44 AM
ptanhkhoa, can you tested and modify for compatibility with your GreenTea, Darka upgrade for Strategy AI (see this topic http://darkblizz.org/Forum2/ai-scripts/strategy-ai-0-41/15/ (http://darkblizz.org/Forum2/ai-scripts/strategy-ai-0-41/15/) reply#29) ?? I think with your Ai this upgrade must work better :)


I totally agree pls update with latest strategy ai
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: darka on May 17, 2010, 08:06:52 AM
@ptanhkhoa:

Hi, I have made some few openings for Strategy 0.42.
I don't try your AI yet because of I am busy....
I have just made a last Upgrade yesterday with all best Openings for each race. (more stable)
I will post it today. If you can test it and gave me your feedback,  it will be great.
If you like my work and gave me "Variables" from your Core, we can do a good thing.
I hope your AI can use those B.O better than Strategy.

http://hotfile.com/dl/43384756/0659088/strategy_modified.rar.html (http://hotfile.com/dl/43384756/0659088/strategy_modified.rar.html)

new openings:

Zerg:
Opening0: XPL opening
Opening1: 11pool into ling rush by turdburgler
Opening2: 14 Gas Speed by darka
Opening3: 15 Hatch.
Opening4: Roach Pressure
Opening5: Baneling Rush

Protoss:
Opening0: XPL opening
  Opening1: 3 Gate Robo Timing
  Opening2: 3 WarpGate Rush
  Opening3: One Base Colossus
  Opening4: Dark-Templars Expand
Opening5: One Gate Stargate

Human:
Opening0: Marines and marauders by turdburgler
    Opening1: 28 marine shield wall by ccT
    Opening2: Siege Expand    by darka
    Opening3: Expermental Hellion rush...
    Opening4: Turbo Reaper...
Opening5: 1 Rax Fast-Expand
 
http://hotfile.com/dl/43384865/7712240/openings.rar.html (http://hotfile.com/dl/43384865/7712240/openings.rar.html)
 
Have Fun.


Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Shadow on May 17, 2010, 10:09:16 PM
Nice B.O. nice army and stupid strategyAI core :(

ptanhkhoa, plz adapted darka upgrade for your GreenTea! PLZ! :)
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: darka on May 18, 2010, 08:38:38 AM
This week, I'm in travel... can't test or change B.O
I'm working on GreenTea Opening Variables, very different but understable, can't try them yet.

What B.O need to be changed or improve? (I knew about Zerg Open0 & Protoss Open0 but what else?)
Give your feedback plz.

Ps: I am not Programer Core, I am not responsable of AI stupidity.
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Shadow on May 18, 2010, 08:55:15 AM
Yes, i know what you are not programmer) Now i play only against terran for better understanding and try to find more bugs because i can talk only about terran. I think you need to add fast Banshes B.O.))

Fast reaper not good. He build one reaper, i buld counter unit and thats all. Then he builds marine+marauders.
I realy liked siedge tank rush! :)

IMO main problem in strategyAi its passive game, GreenTee more agressive.

When you are traveling, i test all race and give you more feedback. GL HF in travel! :)
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: darka on May 18, 2010, 09:13:21 AM
Tank Siege could be improve when barrack and factory swap enabled.
I have tested with Starcrack script, swap success but racks make another techlabs or re-lift on.
Reaper rush was for fun :D
Banshee rush could be a good idea.

If I will try openings for GreenTea, I hope you can tested it. I will post after.
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: Shadow on May 18, 2010, 09:19:33 AM
@Banshee rush could be a good idea.

Also fast mutalisk for zerg and fast voidrays for protoss. But i think when he go to this BO he will be weak in ground....
Maybe Ai can go to air only when he had some ground army? Terran for exsample build few marine+marauders to counter early attack and then build banshes.
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: darka on May 18, 2010, 02:03:05 PM
If you want to test one opening, example: open protoss.galaxy with notepad and change "int protoss_open = -1" by "int protoss_open = X" X (0,5) to play B.O u wanted.
About Banshee Rush or others, I thought that could be a good B.O for Air Openings.
I wait response form ptanh to know how add openings for his A.I.

@ptanhkhoa
If I change ZergOpenGnd0 or add ZergOpenGnd1 in zerg.galaxy is it alright or just add zerg0.galaxy etc... to add Openings?
I need to change "Unit Production" for each openings or copy and paste is enought?
Title: Re: GreenTea AI 0.43. A complete 3 Race version. Compatible with patch 11.
Post by: ptanhkhoa on May 19, 2010, 01:45:50 AM
@Darka: Thanks, but unfortunately, my AI does not depend on opening, rather it a complete build from the beginning to the end. For example: if you intend to go for HighTemplar and try to get Pri Storm as fast possible, you end up using gas too much that leave mineral behind. So you don't have enough gas to go for other high tech like Colossus or Carrier.  That why, we also need to correct what need to be build after the opening, so it should be complete strategy from the begin to the end.

So when you feel like to make new strategy, you should make another Zerg4.galaxy or Zerg5.galaxy file and each file should be your strategy ^_^.

Let me introduce the new General system in GreenTea 0.44 ( Enhanced for Protoss only );
At the beginning of the match AI will choose random strategy respond to each General. There are 2 kind of general: Fast Tech or Fast Expand, each has their build style and favorite units.

Fast Tech General ( they like to go for teching first than expand later )

Commander "Nga Son":
He like to go for Robotic Facility and his favorite units is Collosus. You will expect to have a mass Collosus army when fighting with him.

Commander "Tien viet"
Behold the power of Pristorm, his main army were Zealot mix with some High Templar and Stalker. After using all the energy, the 2 High Templar will automatically group into Archon.

Commander "Huy Khanh"
His favorite unit is Dark Templar, he will try to get them as soon as possible to sneak into your base.

Commander "Dang Hai"
He is the master of the sky with his Carrier army, but on the ground, he also has some Collosus to stronger the ground force.

Fast Expand General ( they like to expand first than teching later )

Commander "Hoang Duy"
Like Nga Son, he also favorite for Robotic, so his main Army is Collosus and Immortal.

Commander "Nhu Quyen"
She is the litte sister of Tien Viet, also like to using Storm but will try to expand faster to get enough resources to build her army

Commander "Thanh Nguyen"

You can call her the queen of the sky, her main force is Carrier, Voidray, and Phoenix if needed.


At the beginning the Identity of the Generals is conceal. Until near the end of match, she/he will reveal their name. So you can see which generals is strong and which is weak, so I can improve them better.



Title: Re: GreenTea AI 0.44. Introducing new Generals system.
Post by: Shadow on May 19, 2010, 04:53:14 AM
Interesting! I test it soon as possible. When the expected version for all race?
Title: Re: GreenTea AI 0.44. Introducing new Generals system.
Post by: darka on May 19, 2010, 08:53:24 AM
@ptanhkhoa: I understood how your AI does, I'll try to make Terran and Zerg Strategy.
As I saw with your "commander" :D, we have the same idea of units building and production, the same way (logical idea).
As I supposed, you have to worked on A.I core, I can work on units building and production.
I'll try to post Terran Strategy first and wait of feedback.
Title: Re: GreenTea AI 0.44. Introducing new Generals system.
Post by: darka on May 19, 2010, 11:30:45 AM
Unit drop fixed or not?
As I saw in your script, you got AIMoveWorkers. (that mean peons moving fixed)
I also saw "c_nearDoor", that's mean flag from ramp?
I have add "28 marine shield wall by ccT" opening in terran strategy and try to switch in Banshee Rush because of gas economy viable.
I am working on Terran, if you have time, focus on zerg insteed. :p

Ps: Don't add another core in archive, GreenTea is enought :D
Title: Re: GreenTea AI 0.44. Introducing new Generals system.
Post by: ptanhkhoa on May 19, 2010, 06:56:06 PM
Drop not fixed yet :) , c_nearDoor is a better combination of c_nearChokePoint and c_nearDefense.
But it not correct in some case. You see I make a function GTBuildP ( build at any point ), and make point GTDO near the gather defense of the force. If you wish, you can build Barracks , Gateway between 2 PlayerStartLocation for faster rush.
Second I find that 28 Marine is too much and not necessary, while you can reduce it a little and can tech or expand ( 24 Marine and Expand fast for example... ), or combination with Marauder.

Besides, you can see in my Protoss script, every opening is mostly the same : 2 Gate then Cybernetics core, that make people hard to guess what strategy AI is using until the first strike of them :) .

P/S: You can add any strategy of any Race you wish, just add more number and give it a name, as for me, I will try to add some more short function to get it done faster.


Title: Re: GreenTea AI 0.44. Introducing new Generals system.
Post by: darka on May 20, 2010, 10:37:19 AM
Quote
Besides, you can see in my Protoss script, every opening is mostly the   same : 2 Gate then Cybernetics core, that make people hard to guess what   strategy AI is using until the first strike of them (http://darkblizz.org/Forum2/../../../Smileys/DarkB/smiley.gif) .

I thought same Opening is not interessing because of all my openings coming from liquipedia which include progamer B.O (quick, give ressource necessary to mass units or expand)
You also made message with commander name, so player known which counter to do.....
B.O is better, that force player to scout enemy don't know what tech is coming before scouting.

Ihave made some script,  but A.I always making supply depot when its not necessary... how to fix that? (fixed)

I don't understand differents between GTBuildI and GTBuildA? (GTTrainI and GTTrainA too)
Title: Re: GreenTea AI 0.44. Introducing new Generals system.
Post by: ptanhkhoa on May 20, 2010, 05:56:04 PM
The commander name only appear until very late game :), to fix supply depot, simply add SupplyDepot_Alias, not just SupplyDepot.

GTBuild ( only build on town )
GTBuildA ( build after some thing has complete build,
GTBuildI (build when something is in progress )
TrainA ( train only something has complete, ex : build 6 zealot after Cyberneticore been build )
TrainI ( train only when something is in progress )
Title: Re: GreenTea AI 0.44. Introducing new Generals system.
Post by: ptanhkhoa on May 21, 2010, 10:20:41 AM
Update new version 0.45 with 6 commander for Terran and Zerg ^^, and fix some bugs :

_ AI will defend the base when being attack
_ AI will stop building too many anti-air building.

Terran:

Commander:
_ "Black Reaper" : Excellent in using Reaper for harrass and sneak into opponent base when they going out.
_ "White Banshee": Skilled in using Banshee not only for harrass but also destroy enemy expand.
_ "Grey Tanker:" Try to get tank as fast possible for stronger defend as well as using for attack.

Zerg:

Commander:
_ "Mice", "Mouse" and "Rat" : basic Zerg that using Zergling as main force, strong for opening but weak for late game. But they also try to tech to Hyralisk if find out that enemy build Air.
Title: Re: GreenTea AI 0.45 ( 6 new Commander for Terran and Zerg )
Post by: darka on May 21, 2010, 03:33:02 PM
Working on that this week-end:

Could make only 5 Open for Ground & 5 Open for Air.....
We need to know what Build or Strategy are prefered for each race :D (rush, units combo and others)

Thx for feedback.
Title: Re: GreenTea AI 0.45 ( 6 new Commander for Terran and Zerg )
Post by: ptanhkhoa on May 22, 2010, 02:02:10 AM
Adding fixed for Green Tea AI 0.45 :
_ Fix bug for "Commander Grey Tanker" ( he only train 4 marine, now it working well )
_ Add some change for harassment that make it take priority target the new expand base of the opponent.
_ Commander "Thanh Nguyen" :
   Now she build much more Carrier and add Mother Ship to aim.
_ Commander "Dang Hai" and "Nhu Quyen" :
   I see that these commander very weak vs Air so adding one more Stargate for them.
Title: Re: GreenTea AI 0.45 (fixed) _ Improving build for some Commander.
Post by: klaretos on May 22, 2010, 02:37:17 AM
Very nice AI. GreenTea started as the weakest and is now definitely the strongest and the most enjoyable.

One observation on my first match. I took protoss and I played vs Terran. I started making mass immortals and threw very few stalkers around and the opponent commander was the black reaper. Shouldn't the commander be the banshee one? In your next release I also suggest you could make one commander MMM.

Again great work ptanhkhoa!
Title: Re: GreenTea AI 0.45 (fixed) _ Improving build for some Commander.
Post by: Shadow on May 22, 2010, 10:58:38 PM
I played many PvP matchUp and i think Dang Hai & Thanh Nguyen is ridiculous. Carrier in early game on 50-60 limit of army? I do not think it's good idea.  Maybe in early game on 40-60 limit AI build VoidRays and only then carrier whith mothership when the capture of 1-2 expantion?? In all game i have seen only carrier :(

All of the Ai who build the colossus dont research "Thermal Lance" for them.

And Ai is not enough aggressive. No pressure, no timing push, no rush. He attacks only when my army is much weaker than him. I think it must be fixed.

Anyway at the moment its the best Ai of them. Great work ptanhkhoa! I hope Darka help to make your AI is much better :)
Title: Re: GreenTea AI 0.45 (fixed) _ Improving build for some Commander.
Post by: Rempty on May 23, 2010, 08:23:53 AM
need some improvements like add some ghost(EMP is very effective) to  terran vs protoss.
zerg ai need be more agressive.
At the momentGreenTea is the best AI. Good job.(plays   better than several players battle net xD).
Excuse my bad english.
Title: Re: GreenTea AI 0.45 (fixed) _ Improving build for some Commander.
Post by: ptanhkhoa on May 24, 2010, 12:58:10 AM
Ok, I make the AI more agressive now, and make the Commander Thanh Nguyen and Dang Hai build VoidRay first than tech to Carrier later.

Update 0.46:
_ The Ai will find and destroy the nearest rock .
_ Fix build for Queen and Creep Tumor, now they have better position.
_ Add one more General for Zerg : Commander "Cat", unlike the mice, he won't expand fast but save money for teching and build army.
Title: Re: GreenTea AI 0.45 (fixed) _ Improving build for some Commander.
Post by: x1zk0 on May 24, 2010, 05:35:24 AM
im gonna try this ai, i will report all bugs or suggestions, it's harder than strategy?
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: Shadow on May 24, 2010, 07:31:34 AM
Yes, its more harder than strategy :)
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: x1zk0 on May 24, 2010, 11:45:05 AM
Quote from: Shadow on May 24, 2010, 07:31:34 AM
Yes, its more harder than strategy :)
:thumbsup:
im go to test it now
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: darka on May 25, 2010, 01:40:01 PM
yop ptanhkhoa,

I have worked on the script and understood your script. I am now enable to make some script. :D

I have sent you: M&M Balls, Mecha & air combo for terrans

Protoss: 2examples of openings.
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: ptanhkhoa on May 25, 2010, 11:21:33 PM
Thanks, it is very good, but has some problem need to correct ( I had send message for you ), I have made some correction on terran5 and terran6 , you can base on it to fix other opening of yours.





Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: Shadow on May 25, 2010, 11:31:54 PM
@Mecha & air combo for terrans

What is it? :) Siege tanks & thors & air ?

ptanhkhoa, sometimes protoss build mass pilons. He had, for example, 80/200 limit, small army, but continues to spend all the resources on pylons instead of the army. Screenshot in attachment.
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: omerbenamram on May 28, 2010, 12:05:19 AM
Great AI! I find it really nice to practice my builds and timings. A bunch of suggestions though (from about 10 of my PvT games.)

- The AI always build a marine ball in the beginning and a bunker which i feel is a waste of minerals.
- The Reaper commander dosent actually do anything significant with his reapers. he just masses them and would maybe jump on a cliff and snipe a pylon. I would love to see some crazy cheesy reapers start (rax before supply or proxy rax would be really nice if its possible).
- Tanker build is very nice, still kind of a funky opening from him aswell.
- AI builds engineering bays in wierd places if I destroy its first one.
- Banshee AI dosent get cloak?
- AI will target silly things such as the gas first instead of workers.

in conclusion, i feel like the general "feel" (and the expanding ability which is surprisingly good) of the AI is pretty solid. However, it dosent really harass even when presented with the opportunity. I dont really know how difficult it would be to implement some of those human attributed to an AI but for now its definitely a great choice to practice crazy macro games. Keep up the great work.
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: ptanhkhoa on May 28, 2010, 05:35:51 AM
To enrich The AI Experience, I has make 2 sub thread to get suggestion from you :

_ Green Tea AI General rating: (http://darkblizz.org/Forum2/ai-discussion/green-tea-ai-general-rating/)
+ This thread, you can rating general , which is your favourite and what is worst.
+ Also you can suggest what thing need to improve these general.

_ Standard Opening and Follow up (http://darkblizz.org/Forum2/ai-discussion/standard-opening-and-follow-up-suggest/)
+ I'm not a very good player , so I think it best for you to suggest some standard opening and folowup as well. I think that each general have one opening not good enough. He can use other followup depend on each situation

For example :
Black Reaper will using fast barrack :
8 barrack
8 Refinery
10 Depot

but if it detect Enemy has 2 Gate way, immediately switch to other follow up like gateway or bunker.

_ Also in the next version, I which to classified General not only for each Race but Enemy Race also.
For example Reaper General will used when vs Protoss...

Hope that you can help me to improve AI better :)
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: darka on May 30, 2010, 02:02:14 PM
New version with build order until new release:

http://www.mediafire.com/?zjmmydyzy1n (http://www.mediafire.com/?zjmmydyzy1n)

No changes from Zerg race.

News:

Protoss:
Immortal Rush
3 Warpgate Stargate: Void-Ray + Immortal
One Base Colossus
2 Warpgate Stargate:  Mass Zealot + Carrier
Dark Templar Fast Expand

Terrans:
3 Racks Mech Play: M&M + Hellions Thors
M&M+Tank (don't ready yet)
Mech Play: Hellion+Tanks+Thors
M&M Balls: M&M + Ghosts + Dropship (until drop, make heals)
Fast Banshee
Turbo Reaper + Banshee: turbo Reaper + Fast Basnhee instead (really hard to counter harass, over vs Protoss)

Give feedback for next release quick :D.
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: Shadow on May 30, 2010, 10:39:18 PM
Play 3 games PvP. And 3 times opponents go air. Air commanders is dominate in all of my game with protoss. I think it because there are too many air commander differ little from each other. Are there any priorities among all commanders? Is it possible to set a lower priority to air commander?
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: darka on May 31, 2010, 07:40:51 AM
Until Next release:

http://www.mediafire.com/?nyjntbzylzn (http://www.mediafire.com/?nyjntbzylzn)

Terran:

Turbo Reaper + Mass Banshee
Fast Banshee Rush
M&M Balls
Mech Play
Marauder + Tank
3 racks Mech Play

Protoss:

Dark Templar Fast Expand
1 Warpgate Stargate Mass Zealot + Carrier
1 Gate Stargate Mass Air
One Base Colossus
3 Warpgate Stargate
Immortal Rush

Give feedback plz.
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: darka on May 31, 2010, 02:41:11 PM
If you go Air, A.I will go Air Counter. (bug in protoss.galaxy, fixed now)
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: klaretos on May 31, 2010, 03:44:59 PM
epic bot guys.. I played vs latest darktea and it literally kicked my butt. I am platinum player on 1v1 and I really believe that this bot is pure platinum level.

I chose Protoss and I played vs Terran. I went pure ground army, immortals, zealots and stalkers. The MM ball commander with ghosts (did not notice if they emp me) overwhelmed me in about 18 minutes.

GREAT JOB. I doubt Blizzard's AI will be so challenging when the game is released.
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: able1214 on May 31, 2010, 10:01:22 PM
great ai, but still needs a lot improvement, first, the terran is so weak against rush, from both p and z, and zerg is good at rush but they do not focus on tech very much, build too many zerglings, the protoss is perfect, hopeful can see those things be improved in next version :thumbsup:
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: darka on June 01, 2010, 08:44:27 AM
Terran weak at rush bocause of no wall-in near choke.
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: x1zk0 on June 02, 2010, 11:29:42 AM
my suggests:

Protoss: Sentry: guardian shield, it make 2 or 3 shields at same time, only one is enough... and sentrys cant make force fields, the rest is simply perfect  :thumbsup:

Terran: it defends with one bunker and a suply depot blocking ramp.... terran can make a better defense, at last 2 bunkers and siege tanks ... banshes often retreats if i send only one stalker, didn't see stim packs...terran have to improve a lot, right now is the easy race to beat

Zerg: mutalisk, the same thing as banshees, and it dont teach... want to see roaches borrowed in action and nydus worm and i dont see brood lords or ultras, maybe one new comander that makes sauron zerg? :P

anyway tnx for the best ai i never see
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: Shadow on June 02, 2010, 12:43:50 PM
@x1zk0

plz feedback in THIS (http://darkblizz.org/Forum2/ai-discussion/standard-opening-and-follow-up-suggest/) or THIS (http://darkblizz.org/Forum2/ai-discussion/green-tea-ai-general-rating/) topic  :)
Title: Re: GreenTea AI 0.46. Improve build and add one more Commander for Zerg.
Post by: darka on June 05, 2010, 02:09:30 PM
Lastet build until next release:
http://www.mediafire.com/?ttzzdkgngwn (http://www.mediafire.com/?ttzzdkgngwn)
Inclued lastest GreenTea core, but PK will explain and release it.
Post feedback plz, working on Zerg B.O
Cheers.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: ptanhkhoa on June 07, 2010, 01:28:32 AM
A new version for Terran and Protoss with my commander. Darka will release the Dark Tea version later when he fixing bug and complete all his opening.

The Commander version in Green Tea AI 0.47 ( not inculed Darka commader )

Son   : High Templar Nightmare : => going to High Templar as soon as   possible
Viet: Dark Templar => You will see he will send Dark   Templar to attack your worker if you don't have any detect yet.
Khanh   : Fast Collossi => Yes, a lot of Collossi, but maybe it only have   one, the trick is he using sentry to multiple them to scared you :P
Hai : Void Ray + Carrier =>   he maybe the only commander that use total air.
Duy: Immortal +   HighTemplar, while the immortal is tend to mineral cost, the High   Templar tend to gas cost so this mix is good, Immortal will focus on   larger unit like Thor, Collosus, Ultralisk, while High Templar using to   kill group of enemy ( Marine, Zergling, ... etc )
Quyen : A complete   Robotic user, Collosus and Immortal
Nguyem : Immortal and Carrier,   she trying to be in between ground and air unit.

Terran:

Black   Reaper: the same at the previous version but build reaper a little   faster, I try the 8 barracks but it complete fail, not enough defend.   Have making it attack the drone but it won't move after that. So let it   default by bombing building only.

White Banshee: the only   different to previous version is having cloak enough.
Grey Tanker :   Faster Tanks, spend all his gas early on tank research, you will see a   couple about 3 - 4 tanks at beginning.
Yellow Battle Cruiser : try   this, but it lack of strength because he must have a huge amount of   resources, not to mention the slow build time, but i still add to making   fun anyway.

Red Thor : This commander have a favour of Thor   Units, and having Strike Cannon "Researched" too.


_ The   Protoss commander have opening build depend on the opponent. Try using   Zergling rush, you will see they build forge first, but when you expand   fast, expect 3 gate from them.

_ The Terran Commander using the   same opening. having Command Center at the 15, that when the barracks   finish. They easily beating by rush, because not yet walling, they will   try to block out but usually block by the 4 depot above and one more   bunker ( still very silly). Ofcourse when fighting Protoss, they will   build Ghost for sure.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Kernel64 on June 07, 2010, 04:12:36 PM
Man, this is awesome!  :thumbsup:
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: x1zk0 on June 07, 2010, 05:19:28 PM
nice improves  :thumbsup:
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: klaretos on June 08, 2010, 01:49:17 PM
Someone (Darka or Ptankhoa) on your next zerg update don't forget the mass hydralisk build with 3+ expos... Idra and some other pros use it very efficiently. You start with zerglins and change to pure Hydralisks
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Hider on June 08, 2010, 08:31:55 PM
How do I make this work with Sc2 allin? I followed the instructions, however it is not possible for me to click on GreenTeai0.47, since there is no sc2mod file behind it. The only file I can actually click on the is the Triggerlib one, however that is not a sc2mod. file as well. How do I make this work?
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: x1zk0 on June 09, 2010, 03:27:59 AM
Quote from: Hider on June 08, 2010, 08:31:55 PM
How do I make this work with Sc2 allin? I followed the instructions, however it is not possible for me to click on GreenTeai0.47, since there is no sc2mod file behind it. The only file I can actually click on the is the Triggerlib one, however that is not a sc2mod. file as well. How do I make this work?

in other ai, you have to select the folder that contains all mods, not the folder of 1ai
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Hider on June 09, 2010, 06:41:36 AM
Im still not sure how. As you can see I have placed it in the AI folder. But still can't click at anything?

(http://img257.imageshack.us/img257/4886/unavngivetg.jpg) (http://img257.imageshack.us/i/unavngivetg.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: OboNet on June 09, 2010, 07:17:15 AM


You need one more folder,
like.... /AI/GreenTea AI 0.47/GreenTea AI 0.47/TriggerLibs....
and you select the first GreenTea AI 0.47 folder
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: darka on June 09, 2010, 08:32:33 AM
Next time post on right thread.

There is some directory in GreanTea0.47.
1) delete some directory and try detect it again
2) modify with notepad c:\....\AllInOne\settings (ai = *write your AI path*)
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Hider on June 09, 2010, 08:38:58 AM
Quote from: darka on June 09, 2010, 08:32:33 AM
Next time post on right thread.

There is some directory in GreanTea0.47.
1) delete some directory and try detect it again
2) modify with notepad c:\....\AllInOne\settings (ai = *write your AI path*)

Sorry I have no idea what to do.

What is "some" directory?
What should I detect? How do I detect?
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: darka on June 09, 2010, 08:48:22 AM
Get lastest build of AllInOne software. Install it.
extract GreenTeaAI 0.47.rar in c:\program files\StarCraft II Beta\AllInOne\ai\
edit "c:\program files\StarCraft II Beta\AllInOne\settings" with note

search:
ai = "c:\program files\StarCraft II Beta\AllInOne\ai\scai"

fill by:
ai = "c:\program files\StarCraft II Beta\AllInOne\ai\GreenTeaAI 0.47"
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: ultrakorne on June 09, 2010, 11:53:45 AM
hi guys, Great AI.

i am trying vs protoss, here some suggestions:

toss need to cronobost a stalker, for ALL commanders, 1-2 reapers can ista win (11 rax reapers)
it spawn to many zealot, also a marauder push with concussive can easly kill the ai because he has to many zealots.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: robocup30 on June 09, 2010, 04:15:56 PM
Very fun AI to play with, but just one question. Is this cheating AI or non-cheating AI? If it is cheating, what does bonus does AI get?
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: ptanhkhoa on June 09, 2010, 06:48:24 PM
map-hack only, and it has normal resources like player
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: able1214 on June 09, 2010, 07:11:51 PM
Just found some issues, when use the map extinction, if I get 4 protoss on 1 side, there will be one that doesn't do anything, it just build some probes, then send 1 or 2 probes out, then go back, and then do nothing. Plz, check out.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Harkz on June 09, 2010, 07:40:57 PM
Hi! I have a quick question: How do you quick the "commander" to fight? I know how to choose the AI but how do I pick which commander to fight?
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Hider on June 09, 2010, 07:44:52 PM
Thx i finally made it work.

I played my first game as zerg vs protoss. And while i throught the starting build order and the harass by the zealots against my FE was fine, there were some flaws. First it was to easy to distract his zealot with my 2 zerglings in stead of taking down my expansion. If  you could make it so that the zealot would focus down the hatch, and only try to attack the zerglings when they would come close to the hatch, and stop begin attacking the hatch again when the zerglings ran away it would be awesome.

Second, the protoss should have made some kind of wallin, as I just ran in with my speedlings through the whole game in his base and just made a lot of harass. The placement of the buildings against zerglings for protoss should almost always be so that the wall can be blocked of with 1 zealot. Since the AI uses maphack it should probably be able to detect wheter the protoss player gets speedlings or  roaches/hydras. If speedlings it should definately wall of with the zealot.

The lats "flaw" of the AI won me the game. I harassed with my mutas at his expo while running in with all my 40 speedlings in his base and basically killed everything he had in there. He tried to defend the muta harass, and did not even try split up his forces. Again if the AI would be able to detect that his ground forces was not able to defend against the mutalisk harassing and instead defeding the main against the speedlings it would be awesome as well.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: ptanhkhoa on June 10, 2010, 08:52:46 AM
@Hide:, I will try this next time :P, thx for advice
@Harkz : http://darkblizz.org/Forum2/ai-discussion/standard-opening-and-follow-up-suggest/15/ (http://darkblizz.org/Forum2/ai-discussion/standard-opening-and-follow-up-suggest/15/)
it have some answer for this
@able1214 : I'm not sure about this, just tested the AI on 1 vs 1 game. Have you test for other race though.
@Ultrakorne : Next time I will add function to stop product Zealot and build at least 1 or 2 Stalker when they see enemy have BarrackTechLab. So can prevent even Marauder build or Reaper build
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Hider on June 10, 2010, 10:24:37 AM
Just played agaisnt a terran oppenent, and AI was really nice. It sat around my base looking to attack, but then retreated and got out of the creep, and waited for his army size to be stronger than mine. Really nice job there.

The reaper micro of the oppenent was pretty bad though. Good players shoots once with the reaper then go back with the reaper, and shoot again. The reapers of the AI never actually tried to shoot, they just ran without shooting and without jumping down the cliffs, until they got surrounded by my zerglings.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Hider on June 10, 2010, 06:10:20 PM
There seems to be some kidn of bug when the terran AI tries to cloak his banshees. Cloack goes off immediately after having been activated.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: tl2e3le4f on June 12, 2010, 07:18:13 AM
Hey does anyone else have this problem where the AI makes the game stutter and lag a little? Whenever I play with other AI such as StarCrack or people it doesn't stutter. This lag is especially noticeable if I play with more AI players. Just wondering if this is normal.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: darka on June 12, 2010, 11:23:27 AM
Hi  everyone,

Here is lastest build of DarkTea 0.47b:

Normal:

http://www.mediafire.com/?yqozvoqanjm (http://www.mediafire.com/?yqozvoqanjm)

Large map:

http://www.mediafire.com/?yqyuxjkoynz (http://www.mediafire.com/?yqyuxjkoynz)

Changelog:

Terrans:

Dark Fallen:  3 barracks switch mechplay
Dark Jessica: Marauder/Tank
Dark I-Robot: Hellion/Siege Tank/Thor (mechplay)
Dark Zatic: M&M ball
Dark R2-D2: TurboReaper / Tank Rush
Dark C3-6PO: TurboReaper/Basnhee Rush
Dark Jinro: Marine/Marrauder/Thors
Dark qxc: Marauder/Tank/Thor
Mass Marine + Marauder + Fast Banshee + Battlecruiser

Protoss:

Dark ZeeRaX: Immortal Rush + Zealot + Stalker + Sentry + High Templars
Dark mTwNaNi: Zealot+Immortal+Void-Ray
Dark HasuObs: Zealot+Stalker+Immortal+Colossus
Dark Dragonfood: Mass Zealot + Stalker + Sentry + High Templars + Phoenix + Void-Ray
Dark Zlex: Mass Zealot + Stalker + Sentry + High Templars + Phoenix + Carrier
Dark orb: Dark-Templars Rush
Dark mTwTaker: Zealot+Stalker+Sentry+HighTemplars+Archon
Dark Nazgul: Immortal Rush + Zealot + Stalker + Sentry + High Templars
Dark Whitera: Stalker+Immortal+Void-Ray

Zerg:

15 Hatch (Roach + Hydra)
15 Hatch (Zergling + Mutas + Roach)
Dark Lalush: Roach+Hydra+Ultralisk
Dark Orly: Zergling+Roach+Hydra+Ultralisk
Dark Gas Speed: Zergling+Mutas+Roash+Broodlord
Dark Dimaga: Zergling+Baneling+Hydra+Roach+Ultralisk
Dark Idra: Mass Hydra+Ultralisk
Dark Ultralisk: Zergling+Hyra+FastUltralisk

All Terrans got Ghost module: if player enemy = protoss = building ghost at tech_level 3
module Command Center Upgrade (upgrade to orbitalcommand or planet fortress)
Some divert units (harass with hellion for example)

Give our feedbacks :D

HAVE FUN
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: x1zk0 on June 12, 2010, 06:23:12 PM
Quote from: Mistik on June 12, 2010, 04:42:18 PM
is it beterr than AI 7.3?

thats the best non-cheating ai
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Rempty on June 12, 2010, 06:59:00 PM
Zerg ai is weaker in the begin..
every game toss(me) vs zerg(AI) that i play . i got a zealot before the get a zerling... need defense..., i win so fast that the AI dont said the name(commander)

off:Is there any form to send a replay ?? how i do that?

sorry for my bad english.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Kakaru on June 13, 2010, 06:56:00 AM
Hi Darka,
with your latest 0.47b large map ai doing?
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: chikopaws on June 13, 2010, 10:50:25 AM
Hi, darka

what's the diff between darktea large map and the other one?
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: darka on June 14, 2010, 01:26:06 PM
like it's name, it's for largest map go in sc2 nibbit to find someone).
Ps, it's not mine: it's ptanhkoa core. Thx to him.

There is last build with some fix:
Normal:
http://www.mediafire.com/?tntnytzxytj (http://www.mediafire.com/?tntnytzxytj)
Large:
http://www.mediafire.com/?nqjymw2dzzk (http://www.mediafire.com/?nqjymw2dzzk)
Have Fun.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: OboNet on June 14, 2010, 02:25:51 PM
Thanks for all the updates especially that this is the last AI that keeps up with patch.

Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: chikopaws on June 15, 2010, 06:23:03 AM
and one more question darka..

how we know we already load the correct AI?
when I load your AI it just shows greentea AI 4.7 not darktea
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: darka on June 15, 2010, 09:17:32 AM
Ok, I will change it.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Kagie on June 15, 2010, 05:08:46 PM
Hi
First of all - thanks for great AI, it's really challenging :)

I'm zerg player and this is my observations and suggestions:
1) Z vs Z - quite good with fast roaches, and in middle game, but I think that AI really needs some ling + banneling strategy with some good micro (without wasting bannelings on single unit or wasting a plenty of lings on single banneling, etc). That is very popular strategy in this matchup after roaches nerfs.
2) Z vs T - I found it as easiest matchup, especially in middle game. AI usually goes in mass marines and tanks and later in thors wich are easy to beat by banneling + infestor build. I think it will be more challenging with less marines and instead of more mech or more maruders and medivacs. Btw. Fast helions harassment are very good against zerg, especially when it goes in fast exp. Or bunker + repears rush.
3) Z vs P - its the most difficult matchup for me in macro games. However prottos can be easy beaten by mass lings rush - usually AI haven't a good wall or goes in fast exp when zerg is going in 14 pool. I'm not sure but there is no 2 gateway rush wich would be difficult to defend.

Btw. I've noticed one strange behavior - AI often reatreating from battle wich would be easy to win. For example few Void Rays reatreating from battle with one Queen or mass army reatreating when it lost about 50% of units despite of opponent lost about 90% of his. It give you a chance to reinforcement your army.

Cheers
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: darka on June 16, 2010, 04:20:11 PM
Thx for advice.
I will add baneling in mix next build.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: sopen55 on June 17, 2010, 05:25:31 AM
hello guys!!

i just want to ask, darka, when the game starts, is the ai set to what opening it is at the beginning of the game??? for example, when the terran ai appears, does it already have the opening set for example to dark jessica or will it counter what units you are building when the game progresses?? your ai combination are great but they use their tactics at a wrong time. as a zerg player, i was surprised when the terran ai was dark jessica, cause i usually open with zerglings, hopefully every zerg player does. so in the end the ai could keep up with me caus the ai only massed marauders and tanks, not even adjusting to my gameplay when i made mutalisks. no offense though your ai is great. :thumbsup:
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: darka on June 17, 2010, 10:20:47 AM
Yeah this version was released to verify if opening can be add in strategy A.I.
After lot of feedback, (thx to Shadow) strategys are now ready.
This version  haven't counter unit for the moment. Final version will get all in one.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: darka on June 18, 2010, 07:51:50 AM
New version release:

Green Tea:
http://sc2.nibbits.com/assets/green-tea-ai/ (http://sc2.nibbits.com/assets/green-tea-ai/)

Dark Tea:
http://sc2.nibbits.com/assets/darktea/ (http://sc2.nibbits.com/assets/darktea/)

Good Day.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: M1cha84 on June 18, 2010, 03:08:25 PM
First of all: Thank you for this great AI! I rly love it!!!

My question is, is the Dark Tea AI cheating with resources? I cannot believe what an incredible amount of units is rolling in my direction sometimes. I tried to google an answer but couldnt find any.  :(
And if 'yes', is there a way to modify it in a way it wont have more resources than a human player?
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: Shadow on June 18, 2010, 08:51:54 PM
AI NOT cheating with resourse. He only have maphack.
Title: Re: GreenTea AI 0.47 for Protoss and Terran
Post by: ptanhkhoa on June 18, 2010, 11:34:11 PM
Make a new version GreenTea 0.47d for testing Zerg Race, let me know what you think about 2 new commander of Zerg and where to improve.

_ Creep Tumor build system, AI will starting to spam creeptumor on the map but will stop when it reach a wall.
_ Advance Roach burrow system : AI will try to attack and burrow to regenerate health for Roach.
Title: Re: GreenTea AI 0.47d, testing for Zerg Race.
Post by: Kagie on June 19, 2010, 07:19:21 AM
I've palyed few games with GreanTea AI 0.47c and I've noticed that harvesters didn't run away or attack when you forcing them with, for example, group of zerglings. In 0.47 version they did. There also some strange behavior in all versions I've played (0.47, 0.47c) - when AI has natural expansion, and opponent started forcing it (destroing base and killing harvesters) then harvesters from main still coming to gather resources from natural. Of course the all died. So after destroing natural there are only few harvesters left in main. Saving as many harvesters as it is possible is very critical. But in other at early states of game when your opponent rushing with similar size of army as yours but relatively small, then taking your nearest harvester to help counter this attack can dramatically change the result of battle. Maybe you lost few of them but saves some primary units. Of course it isn't worth on some types of unit like bannelings, reapers or hellions.

I think this is a weakest point of your AI - defence at early stages of game, countering rush strategies. Honestly it is hardest as well. Especially for AI ;) There are so many different situation...

Cheers and good luck with improving your AI. I'll give more feedback soon :)
Title: Re: GreenTea AI 0.47d, testing for Zerg Race.
Post by: sopen55 on June 19, 2010, 10:19:37 AM
download 0.47d. the harvesters run away when the enemy's army is greater than the ai's defending units, ive played about 10 games vs terran (while i use zerg) and i have only won 2 games. :'( but for the first time i have gotten to hive tech before 12mins! ;D the ai is great keep up the good work! :thumbsup:

edit:
ow the units harvesting attack in this ai.
@ptanhkhoa - in one of my games, the terran ai perfectly walled his ramp, but it happened after 3 depots were beside his barracks. i cannot provide a screenshot, i forgot sorry but it was great!! if you could make it do the wall earlier it would be perfect!  ;)
Title: Re: GreenTea AI 0.47d, testing for Zerg Race.
Post by: soclever on June 19, 2010, 05:26:45 PM
First off I'd like to thank you for putting in the time and effort to make an AI.  That being said, I can't make it work >_< the AI acts like it's going to do something at the start, goes to about 10 workers on any race, makes a building or two, then stops production of everything.  I sat an overlord over its base, it went to 10 workers, had a gas/gate/cyber, then didn't do anything but mine for about 5 minutes.  After that it moved every single worker to the 1 gas node, made a single chrono'd zealot and attacked.  10 minutes later it did the same thing with a single stalker.  I didn't make any attacks at its base, just watched for a while.  I've tried launching with both sc2allin 9.6.6 and sc2launcher 2.3.1.  I've also tried vers .47 of both green and darktea, and just tried it again with .47d.  I know the AI can do better then this by just reading the comments you've been getting on it, just can't figure out why mine won't.   If it makes a difference, the starcrack AI 6.1.1 works fine for me, but I heard yours was the best.  Please help!
Title: Re: GreenTea AI 0.47d, testing for Zerg Race.
Post by: Chriamon on June 19, 2010, 07:51:43 PM
Quote from: soclever on June 19, 2010, 05:26:45 PM
First off I'd like to thank you for putting in the time and effort to make an AI.  That being said, I can't make it work >_< the AI acts like it's going to do something at the start, goes to about 10 workers on any race, makes a building or two, then stops production of everything.  I sat an overlord over its base, it went to 10 workers, had a gas/gate/cyber, then didn't do anything but mine for about 5 minutes.  After that it moved every single worker to the 1 gas node, made a single chrono'd zealot and attacked.  10 minutes later it did the same thing with a single stalker.  I didn't make any attacks at its base, just watched for a while.  I've tried launching with both sc2allin 9.6.6 and sc2launcher 2.3.1.  I've also tried vers .47 of both green and darktea, and just tried it again with .47d.  I know the AI can do better then this by just reading the comments you've been getting on it, just can't figure out why mine won't.   If it makes a difference, the starcrack AI 6.1.1 works fine for me, but I heard yours was the best.  Please help!

That sounds like the behavior of the default AI. You probably didn't install the AIs correctly, and were just launching your maps with default AI.
Title: Re: GreenTea AI 0.47d, testing for Zerg Race.
Post by: ptanhkhoa on June 19, 2010, 11:27:41 PM
Here come the GreenTea 0.47e with fix some bug:
_ Will reveal their name when die early
_ Stop send worker to expand when their is enemy near expand.
_ Better CreepTumor build

(http://www.nibbits.com/media/tools/images/20100619232310/Screenshot006.jpg)
Title: Re: GreenTea AI 0.47d, testing for Zerg Race.
Post by: soclever on June 20, 2010, 01:14:14 AM
Quote from: Chriamon on June 19, 2010, 07:51:43 PM
Quote from: soclever on June 19, 2010, 05:26:45 PM
First off I'd like to thank you for putting in the time and effort to make an AI.  That being said, I can't make it work >_< the AI acts like it's going to do something at the start, goes to about 10 workers on any race, makes a building or two, then stops production of everything.  I sat an overlord over its base, it went to 10 workers, had a gas/gate/cyber, then didn't do anything but mine for about 5 minutes.  After that it moved every single worker to the 1 gas node, made a single chrono'd zealot and attacked.  10 minutes later it did the same thing with a single stalker.  I didn't make any attacks at its base, just watched for a while.  I've tried launching with both sc2allin 9.6.6 and sc2launcher 2.3.1.  I've also tried vers .47 of both green and darktea, and just tried it again with .47d.  I know the AI can do better then this by just reading the comments you've been getting on it, just can't figure out why mine won't.   If it makes a difference, the starcrack AI 6.1.1 works fine for me, but I heard yours was the best.  Please help!

That sounds like the behavior of the default AI. You probably didn't install the AIs correctly, and were just launching your maps with default AI.

That's what I was thinking too but the starcrack AI works just fine in both launchers and I followed all the directions in the OP :(
Title: Re: GreenTea AI 0.47e, fix many bugs and improve Zerg
Post by: ptanhkhoa on June 20, 2010, 01:29:46 AM
Put this "ai" folder in All in One folder (overwrite the old one ), need to use on the official maps.
Title: Re: GreenTea AI 0.47e, fix many bugs and improve Zerg
Post by: soclever on June 20, 2010, 01:39:29 AM
Quote from: ptanhkhoa on June 20, 2010, 01:29:46 AM
Put this "ai" folder in All in One folder (overwrite the old one ), need to use on the official maps.

You're my hero, worked like a charm <3
Title: Re: GreenTea AI 0.47e & Green Racer AI
Post by: youyou on June 20, 2010, 03:59:38 AM
thank you for the hard work
Title: Re: GreenTea AI 0.47e & Green Racer AI
Post by: OboNet on June 20, 2010, 07:31:49 AM
Thanks for the AI it is the best out there now.
It really needs to counter your build in the next versions


Off-topic:
Why is everyone moving away from this forum? i really like this better than the others, it is much more easy to use.  :(
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: sopen55 on June 20, 2010, 09:42:59 AM
... i tested the 0.47e ai by having them fight with themselves. zvt. the creep tumor placement of the queen is excellent but there is a slight problem. when the terran ai attacks and the queen's energy makes the creep tumor ability available, the queen spawns the tumor first before attacking the intruders, thus only commits suicide. a minor bug but hopefully it will get fixed. overall the ai is great! :thumbsup:
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: Kakaru on June 21, 2010, 12:06:02 AM
Thanks a lot ptanhkhoa for your dedication.

I have a small request:
Can we get a small txt file [or post] with a short description of each commander (7+6+6). I'd like to have this summary.
Title: Re: GreenTea AI 0.48b & Green Racer AI 0.1b
Post by: ptanhkhoa on June 21, 2010, 06:58:34 AM
The build is not stable yet, me and Darktea are keep improving it. Until it is more standard we will have clear decription for each commander.

New bug fixing version are released : GreenTea Ai 0.48b  & Green Racer AI 0.1b
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: OboNet on June 21, 2010, 11:53:05 AM
i am a zerg player and this AI is very strong for me.


I would like to ask for feature  ;D


When i was learning chess with my computer after a while he would said something like mate in 12  :D
After i would move again, because i was a bad player, he would said... ok mate in 6  lmao


Do you think the AI could said things like this during the game, maybe when he will atack you and his force is much bigger he will go: "i bet you will not hold this  ;D "

Also, can you make it send a drone to scout? I know it does not need to but just to make it more human like.
For zerg i think 9OV si better than ex trick, it is for sure if you go pool after OV

Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: x1zk0 on June 21, 2010, 03:19:48 PM
consider to remove maphack, if the ai have to scout and stay in towers will be, by far, more realistic

PD zerg ai can very easily win with void rays, and when phoenix hit overlords, overlords dont move

sry bad english
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: ozd24 on June 22, 2010, 02:46:22 AM
Can someone please tell me what the difference between GreenTeaAI 0.48b non-cheat and GreenTeaAI 0.48b non-cheat - full attack?
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: ptanhkhoa on June 22, 2010, 05:05:54 AM
It's not retreat backward when attack :), only retreat when the enemy army is larger
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: Kakaru on June 22, 2010, 08:00:32 AM
Actually keep the maphack. I love the way they changed path for the attacking army to go the other side of my base where I didn't have so many troops.
The AI will not be in the next 10 years equal with humans so they should have something to compensate a bit.
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: x1zk0 on June 22, 2010, 08:36:46 AM
Quote from: Kakaru on June 22, 2010, 08:00:32 AM
Actually keep the maphack. I love the way they changed path for the attacking army to go the other side of my base where I didn't have so many troops.
The AI will not be in the next 10 years equal with humans so they should have something to compensate a bit.

without map hack can make it too, just have to make a good scout and dificulty still the same
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: palooo on June 22, 2010, 12:25:51 PM
I don't know if this is actually problem or not but doesn't anyone else have the game set to run on fast or something instead of faster? So everythings going and building slower than it was on normal ladder play when beta was still going. btw Using the GreenTea 0.47 with sc2launcher.
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: darka on June 23, 2010, 08:23:31 AM
New release:

http://sc2.nibbits.com/assets/dark-green-tea/ (http://sc2.nibbits.com/assets/darktea/%3Cbr%20/%3E%5Burl=http://sc2.nibbits.com/assets/dark-green-tea/)

http://sc2.nibbits.com/assets/green-tea-ai/ (http://sc2.nibbits.com/assets/green-tea-ai/)

http://sc2.nibbits.com/assets/darktea/ (http://sc2.nibbits.com/assets/darktea/)

Have fun
Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: Hider on June 24, 2010, 07:29:32 AM
The counter system might need a little more tweeking. I played the Darktea0.48b, as zerg against terran. The terran went mauruder/hellions. And while it was nice to see some early hellion harass, the hellions focus should be on the drones and not on the queen. And I went spire as counter, and normally most "human" terran players would scout the spire and be prepared. However the terran opp. first reacted when I got 6-7 mutas out, and then it was gg. If you could make it so that the terran would start countering when the spire is like 50% done, it would work better I think. Obivously this should only be against zerg, as zerg can save up larva and get a lot of mutas out very qucikly. Against other races I belive it is fine that the AI first tries to counter when the units have been produced.

Title: Re: GreenTea AI 0.48 & Green Racer AI
Post by: ptanhkhoa on June 24, 2010, 08:43:57 AM
Order data list
Title: Re: GreenTea AI 0.48d & Green Racer AI 0.48d
Post by: ptanhkhoa on June 24, 2010, 10:48:00 PM
Green Tea AI 0.48d :
_ Protect Mineral lines.
_ Protoss AI will build 3 gate if enemy   is fast expand.
_ Add 1 commander for Terran : Pink, Medivac Healer.
_   Add 1 commander for Zerg : Snake, Mass Hydralisk.
_ Protoss will   build Templar Archive or Robotic Bay to train High Templar or Collosus   when vs Zerg Mass Hydra.
Title: Re: GreenTea AI 0.49 & Green Racer AI 0.49
Post by: x1zk0 on June 26, 2010, 04:31:55 PM
in the last green tea, zerg dog commander (fast roach) never attack, no pressure... it make roaches so slow in the game and not enough...  when i atack it with void rays, it make hidras, but roaches and zerglings at same time... thats a waste of larvas and resources because cant atack my void rays, this commander is a good idea but have to improve a lot
Title: Re: GreenTea AI 0.49 & Green Racer AI 0.49
Post by: ptanhkhoa on June 27, 2010, 01:40:04 AM
Ok.  :) , i will improve this commander, let him buy roach faster and stop product ling after build Roach Warrren.
Title: Re: GreenTea AI 0.49 & Green Racer AI 0.49
Post by: zumar on June 27, 2010, 02:28:40 PM
Green Tea is good AI. But not enough. I still can make zerglings and kill him - no roaches, hydras, lair. And this is not 6 pool. This is 14 pool, 2nd hatch on main, 2 qweens, speed and +1 attack upgrades and only after this -  stupid mass lings rush.  But if I give him more time - he is unstopable.
Good idea was a wall-in for terran, but his wall always has holes so it is useless up to now. You have to improve the wall and try to make it fast.

Title: Re: GreenTea AI 0.49 & Green Racer AI 0.49
Post by: zumar on June 27, 2010, 02:37:24 PM
And one more question: does he have special strategies for each map? I guess he need it!
And I tried to make him fight with him self. Q: why the AI tries to break his own rocks on blisterig sands?
He has full vision but why zerg when killed on 1 half terran goes away, killes rocks on  Steppes of War and only after this returns and defeats terran AI?
Title: Re: GreenTea AI 0.49 & Green Racer AI 0.49
Post by: x1zk0 on June 29, 2010, 11:55:53 AM

the ai is amazing, but this things have to improve, I have been testing protoss ai, as a protoss player, PvP, and the ai make this mistakes:


force field, sometimes the ai just spam force field, and other times the ai have a lot of zealots, and 1 or 2 sentrys, and made force field at my stalkers, it block their own zealots... the zealots cannot pass and i kill them easily.


A good stalker micro can kill a lot of zealots, the ai just follow stalkers and die...


storms hurt itself sometimes, it passes through their own storms


scout it with a probe is very easy, and it just follow with a probe or zealots if have, but never kill it, if you atack when it tries to kill your probe, it dont make anything,


i think would be better if ai focus in mineral line first and then, pylons,


in DT commander, i was atacking with 4-5 stalkers, 2-3 zealots and 1 sentry, then he warp sentry and zealots... when it have DT tech ready... why dont warp DT to kill my troops?




and other thing... why the ai tries to expand in my natural??? haha that was a fail




thx for hard work in the ai  :thumbsup:


sry bad english...
Title: Re: GreenTea AI 0.49 & Green Racer AI 0.49
Post by: ptanhkhoa on June 29, 2010, 10:24:26 PM
Thanks for feedback,

@ x1zk0: next version 0.5, the AI will not chase attack if their is no range Unit in their army if they detect enemy Army has range.
@ zumar: if they detect the rock on the way they attack they will attack the rock :) or the closet rock near their base.  Just a temporary solution to destroy rocks.

Time for last stable version before 0.5

Dark Green Commander Pack 0.49
Include 3 version:
Dark Green Practice ( No vision )
_ AI will scout to get your   quantity
_ Weak because the AI won't respond well so it suitable for   Practice
_ Recommend Bronze/Silver player
Dark Green Commander (Vision only)
_ Standard version
_ Basic   Counter System
_ Recommend Silver/Gold player
Dark Green Racer ( Cheat resources + vision)
_ Cheat at times go   by.
_ Still weak vs harass or cheesy
_ Recommend Platinum/ Diamond   player
Up to 48 commander ( 16 each race ) united from both Green Tea &   Dark Tea version
Enjoy!
Title: Re: Dark Green Commander Pack 0.49c
Post by: darka on July 20, 2010, 10:06:26 AM
Preview posted here:

http://sc2.nibbits.com/assets/green-tea-ai-beta-test/ (http://sc2.nibbits.com/assets/green-tea-ai-beta-test/)
Title: Re: Green Tea AI 0.4 alpha compatible patch 18
Post by: holyman2k on July 20, 2010, 11:57:33 PM
you are the man, the last man standing
great work great AI, keep up the good work
Title: Re: Green Tea AI 0.53, Retail version
Post by: ptanhkhoa on August 05, 2010, 01:15:41 AM
This is the new Green Tea AI, compatible with retail Starcraft 2 version, using with new SC2 AllIn1 of Vernam
Title: Re: Green Tea AI 0.53, Retail version
Post by: tl2e3le4f on August 08, 2010, 08:00:34 AM
Very very nice AI ptankhoa. This is way more fun and better practice than against Blizzard's AI. Keep up the good work and hope to see more strategies and balances with this AI!  :)