DarkBlizz

Game On => Land of AI => STARCRAFT II: WINGS OF LIBERTY => AI Scripts => Topic started by: DarkZeros on March 14, 2010, 08:45:03 PM

Title: IAI v2.0c (Beta release)
Post by: DarkZeros on March 14, 2010, 08:45:03 PM
UPDATE: WORKING MULTIRACE REACTIVE SYSTEM

I don't have enought time to test this one, so give me some feedback, thanks!
As I am the only one coding this AI, the progress is VERY slow. Anyway here is the last stable version.

For future releases:
- Queens of Zergs at every hatchery
- Defend new expansions (zerg & terran)
- Less waves, but more organized (rewrite of MeleeAI)

Changelog v2.0C:
Quote- Reactive System COMPLETED (but beta atm):
+Decides buildings and units, specially at middle/end game
+Based on game info, maybe not very precise (need help with this)
- Finished all races codes, but protoss is still less buggy than the other 2.
- Some mods to MeleeAI (still need a huge rewrite)
- Fixed some minor bugs, added more common calls
- oh, and Thanks turd!!  I copy 1 function from your code :P

Changelog v2.0b:
Quote- Reactive System for Protoss (BETA). ATM the reactive system choose 50% of the trained units in the middle/end game
- Late game finished for all races (Research + buildings)
- Go back to the Starcracks MeleeAI (better not to use Blizzards Micro...)
- Added some codes found in this forum that are usefull, I moded them a little
- By Kernel64: Zerg Queens
- By Aeg1s: Guardian Shield

Changelog v2.0a:
Quote- Move and organize ALL the previous code. Make new standar calls.
- Rewrite all the state system (currently empty, except protoss)
- Added 1 opening for zerg and terran
- Gas, peon, expansion rewrite
- Using original MeleeAI with some mods, not Starcrack's one
- Message system
- Config File

Alternative Links:
Normal: http://www.multiupload.com/KU1JDPH2BS (http://www.multiupload.com/KU1JDPH2BS)
Cheating(2x): http://www.multiupload.com/UYCIXQ26Y9 (http://www.multiupload.com/UYCIXQ26Y9)

Instalation: Extract in the SC2 folder, the config file can be deleted if desired.
Title: Re: IAI v2.0a (Alpha version)
Post by: CraniX on March 14, 2010, 09:22:04 PM
Nice work  ;D

IAI is great, one thing though zerg & terran need to upgrade, I don think they do at all.
Title: Re: IAI v2.0a (Alpha version)
Post by: klaretos on March 15, 2010, 04:54:15 AM
Very nice AI. I don't know if it is better that starcrack 6.1.1 but I enjoy it a lot. One two things you could improve:

I played more than 10-15 minutes vs Protoss and the attack waves were about the same each time, also when attacking i doesn't gather a big force and sends them almost alone each time, it could gather a big attack force and attack all at once.

More use of air units? It did not build any other than the prism.

Again thank you for your hard effort.
Title: Re: IAI v2.0a (Alpha version)
Post by: Joe on March 15, 2010, 06:08:09 AM
I've got a question good sir. In previous versions I was able to use this in conjunction with Starcrack. I loved using this for the great protoss and starcrack for terran and zerg.


Will I be able to still do that? You added some basic stuff for the other races. Is this going to now overwrite starcrack? Could you make a version with just the protoss? Since the others are just the shell of what is to come.




I know you don't reply all that often, I realize you're busy. If you get a chance I'd really appreciate the input <3.
Title: Re: IAI v2.0b (Alpha version)
Post by: DarkZeros on March 15, 2010, 07:18:34 PM
UPDATE:

Now the protoss have the reactive system working, its still BETA. The reactive system uses KnownUnitCount, so, it will only build a counter unit of what it sees. At the game start it's not working but at the end game decides 90% of the trained units.

REMEMBER, ONLY protoss ATM

Lets see if I can finish with terran & zerg soon, and then fix the early attack (it should attack when it has more units).
Title: Re: IAI v2.0b (Alpha version)
Post by: bignamethefer on March 15, 2010, 07:32:41 PM
IAI v2.0b (Beta version)
Title: Re: IAI v2.0b (Alpha version)
Post by: Consty on March 15, 2010, 07:58:11 PM
will there be a cheating version included? if not, how do I change the resource modifier at least?


did a search and I can't find it =/ oh, and yeah, awesome ai. like it better than 6.1.1 :>

Title: Re: IAI v2.0b (Alpha version)
Post by: bignamethefer on March 16, 2010, 01:44:29 AM
wow
just played against protoss, way better than starcrack ai 6.1.1!
keep up the good work!
Title: Re: IAI v2.0b (Alpha version)
Post by: klaretos on March 16, 2010, 06:15:46 AM
played 2 gmes vs Protoss... very impressive. Feels like playing vs a real person. Haven't seen mid and endgame yet because i rushed him both times but will give more feedback later.
Title: Re: IAI v2.0b (Alpha version)
Post by: DarkZeros on March 16, 2010, 08:52:12 AM
I found lots of bugs in the Reactive system. Going to fix that later.
Title: Re: IAI v2.0b (Alpha version)
Post by: DarkZeros on March 17, 2010, 01:29:45 PM
My last tests on the reactive system propise. Its working quite fine!

I'm now balancing how many % of the production is managed by the reactive system, and starting to build the other races reactive. I'm not realeasing a thing till I've got this finised. (No more alphas, just working versions)

PD: I just tried a roach attack, and the AI response was -> lots of immortals,
then I tryed a Battlecruiser attack -> VoidRays :P
The bad thing is balance the Reactive, thats a hard work.
Title: Re: IAI v2.0b (Alpha version)
Post by: escudero on March 17, 2010, 07:24:14 PM
Good job man looking forward to it.
Title: Re: IAI v2.0c (Beta release)
Post by: DarkZeros on March 17, 2010, 08:03:08 PM
UPDATE! v2.0c
This one is beta, because it is starting to work pretty well (for all races).
Title: Re: IAI v2.0c (Beta release)
Post by: godspiral on March 17, 2010, 10:22:06 PM
Quote from: DarkZeros on March 17, 2010, 08:03:08 PM
UPDATE! v2.0c
This one is beta, because it is starting to work pretty well (for all races).

here is custom cheating file.  AI will cheat based on mineral settings set in AI_Config.galaxy (goes in root sc2 folder)
Title: Re: IAI v2.0c (Beta release)
Post by: masky007 on March 17, 2010, 10:30:27 PM

how do i install this AI?
Title: Re: IAI v2.0c (Beta release)
Post by: SuXue on March 17, 2010, 10:32:38 PM
Quote from: DarkZeros link=topic=1218.msg10863#msg10863   date=1268850585
PD: I just tried a roach attack, and the AI response   was -> lots of immortals,
then I tryed a Battlecruiser attack   -> VoidRays :P

What if the player goes mass mutalisk after roach?  ;)

I think a good AI shall do more scouting   (to find whether the player is upgrading its troops), and only build   around 50% of forces using the reaction system. The other 50% shall be   some standard mixture of units, and better be some high-tech units in   the end game with strong anti-air and anti-ground attacks, such as mothership + mass carriers.
Title: Re: IAI v2.0c (Beta release)
Post by: ooni on March 18, 2010, 02:26:13 AM
imo this version is better than v6.1.1  :thumbsup:
Though there are a lot of similarities (marine rush and etc)
I played against T and P. They were both solid but I must say Terran AI was far superior. It was nice to see P use sentry shield though.
Overall good and I hope to see a lot more from this AI in the future.
Title: Re: IAI v2.0c (Beta release)
Post by: DarkZeros on March 18, 2010, 03:49:03 AM
Quote from: SuXue on March 17, 2010, 10:32:38 PM
Quote from: DarkZeros link=topic=1218.msg10863#msg10863   date=1268850585
PD: I just tried a roach attack, and the AI response   was -> lots of immortals,
then I tryed a Battlecruiser attack   -> VoidRays :P

What if the player goes mass mutalisk after roach?  ;)

I think a good AI shall do more scouting   (to find whether the player is upgrading its troops), and only build   around 50% of forces using the reaction system. The other 50% shall be   some standard mixture of units, and better be some high-tech units in   the end game with strong anti-air and anti-ground attacks, such as mothership + mass carriers.
Thats exactly whait it does, scout, build antiunits, and if it does not have more anti units, then build carriers, etc. depending on the technology state.
Title: Re: IAI v2.0c (Beta release)
Post by: godspiral on March 18, 2010, 07:51:13 AM
^^
if you're refering to my customization,

base.sc2data goes into usual place.   C:\Program Files (x86)\StarCraft II Beta\Mods\Liberty.SC2Mod

If you want to change any of the defaults, then the extra .galaxy files go into:

C:\Program Files (x86)\StarCraft II Beta
Title: Re: IAI v2.0c (Beta release)
Post by: masky007 on March 18, 2010, 08:57:12 AM
hey mate i managed to install it.. that .galaxy file was confusing me hehe,

so i tryed the protos.. i won the game on my first try using my strategy
check this thread http://darkblizz.org/Forum2/general-discussion/how-to-beat-ai-6-1-cheating (http://darkblizz.org/Forum2/general-discussion/how-to-beat-ai-6-1-cheating)!-with-zerg/ thats my strategy. Maybe you can use it to improve the AI somehow.. i beat him on the first try :((

here ill attach the replay also (but i couldnt play it i don't know why it says replay desync.. however i am using                                                                                                      StarCraft   2 BEST Tool ALLin1 (Offline Mode) v3.6.3 (http://darkblizz.org/Forum2/../../../sc2-tools/starcraft-2-beta-best-allin1-crack-%28offline-mode%29/) .. and the launcher says if i get that error that i need to change the dificulty to the proper one that the game was played .. thats what i did.. but still i got replay desync :/.. all other replays are playable.
Title: Re: IAI v2.0c (Beta release)
Post by: WeakNiZ on March 18, 2010, 12:54:42 PM
Where do I put IAI_Config.galaxy?
And will it work if I also put a triggerLib folder in SC2Beta Root? Or will one of them overlap?
Title: Re: IAI v2.0c (Beta release)
Post by: godspiral on March 18, 2010, 02:33:32 PM
Quote from: WeakNiZ on March 18, 2010, 12:54:42 PM
Where do I put IAI_Config.galaxy?


in root

>> And will it work if I also put a triggerLib folder in SC2Beta Root? Or will one of them overlap?

if you only have updated files from the AI, then it will use the triggerlib ones.  If you have files from other AIs, it will be flakey at best.
Title: Re: IAI v2.0c (Beta release)
Post by: Sindrome on March 18, 2010, 04:23:36 PM
always 856kb and download stopping. unexpected end of archive.
can you place it on another store? please.
Title: Re: IAI v2.0c (Beta release)
Post by: DarkZeros on March 18, 2010, 04:40:42 PM
Okay, i'll put it in multiupload.

I know that this AI is very similar to Starcracks. Thats because i just copy/paste the MeleeAI that they are using (so, the attack defend and waves are the same). I'm going to wirte myself a new one soon. Less waves and more organized. The actual MeleeAI is pretty buggy i don't like it.
Title: Re: IAI v2.0c (Beta release)
Post by: Sindrome on March 18, 2010, 04:59:59 PM
thx.
Title: Re: IAI v2.0c (Beta release)
Post by: godspiral on March 18, 2010, 06:30:34 PM
the Ai does ok if its ahead.  It stays in its base a lot though.  I don't know that mass imortals is good PvP, but that's what it likes  (i don't know if that is a reactive response to something).  I don't notice waves though with 20% cheating.  More like 1 wave (sometimes none... just counterattack) followed by turtling then mass attack at 160+ army if it survives.

It also seems when turtling that it doesnt chase stuff out of its base
Title: Re: IAI v2.0c (Beta release)
Post by: DarkZeros on March 18, 2010, 07:45:07 PM
You are right, thats a MeleeAI problem, I am fixing it right now. I'm going to make just 2 waves atm (attack/defend) with scouts + home wave.

That will be enought atm for the AI to work much better than what it is right now, because it will attack the player faster, better, and will not turtle.