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Topics - Astazha

#1
I'm looking for ways to select enemy units that are known by the AI and ideally get their location as well.


You can use AIFindUnit() with the enemy player number, but this returns units that the player has not seen yet and would be cheating.


Some of the tactical functions have scangroup enemy passed into them, but I don't know where this comes from.


Other than that AILastAttacker looks like it would return an enemy unit (though just the one), and the UnitGroup function with an appropriate filter looks like it might show some promise.


Has anyone had luck selecting an enemy unit or group?  Has anyone found a way to get a unit's location?


Among other things, I'm looking for a non-cheating way to identify the location of enemy expansions so that they can be directly targeted, and for Zerg and Protoss enemies I'm looking to send an Overlord to spy on them until it's no longer safe to do so.


You could just get the location of towns using the enemy player #, but I don't want the AI to cheat.
#2
AI Development / Evolution of the Overmind
March 17, 2010, 11:57:01 AM
I'm working towards developing an AI that I'm going to call Overmind that will be a Zerg-only AI component.  The initial goals are:


- Intelligent scouting
- Moment of attack determined by decision-making rather than arbitrary times or army sizes.
- Greatest benefit economic decision-making rather than rigid build orders and stock levels.
- A strategic Overmind routine that controls the big picture.
- Adjustable personality variables for setting aggression levels, etc.
- AI doesn't cheat, including:
      *No harvest bonus.
      *No map vision
      *No use of enemy player numbers in place of "player" to access hidden information about the enemy.

I am presently building it within the latest (6.1.1) version of Starcrack as a complete replacement to the existing Zerg AI.  To the extent that it is possible, I wish to contain it within the Zerg files so that it will be easier to merge it with different AI versions.  This will be a 1v1 AI to begin with.


Milestone #1 will be to beat the Starcrack Protoss in a 1v1 without using a stock build order designed to do that.


It will be some time before this is released.  Your thoughts and code snippets are welcome.
#3
AI Development / SC2Mapster
March 14, 2010, 12:40:18 PM
http://www.sc2mapster.com/api-docs/


This has been a really good resource for me.  The documentation is filling it at a decent rate and the quality is very good.  Their function list has been a godsend for me a few times.


http://www.sc2mapster.com/api-docs/functions/


There's also an IRC community at irc://irc.freenode.net/sc2mapster


The place is part of CurseForge, so it has a pro presence - people who wrote some of my favorite addons for WoW. A lot of the focus in the community is on maps rather than AI but the function definitions, etc. are applicable to both and AI people are welcome.


New contributors are welcome, and those folks are pretty good at cleaning up my entries for me after I enter the basic info.  Hope to see some of you in irc and as authors on the wiki.