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Messages - ptanhkhoa

#61
@ev: You can compare the Melee AI in each orginal AI, it mostly the same, just changing some variable, some Melee AI has it own function but I sort out to their AI folder.  You should see the Micro Control of Strategy AI in The FeignAttack.galaxy & AIAlMeleeMain.galaxy while Ghost AI in their ghost.galaxy, also in the GameData folder, they changing some variable yet. The Tactical AI now have the most functional ones, include Disruptor   Guardian Field.

You can see the different  attack style between 2 AI quite well.

@Suxue : thanks
#62
Thanks Suxue , your AI is great, it given me a hard time and make my AI improve more ^^. It also give me the inspiration by making all other AI work by just replacing one galaxy file in my GT Arena version. But I have an strategy for the Terran AI that can win all your Protoss strategy 99% if the Enemy Close , ( It easily done by measuring the distance between the start location ) : 6 Barracks - Reaper ^.<

I like to play starcraft, but I enjoy making AI more because it have something that at my level, I can't do : do many tasks as the same time ^^. Maybe we should create a tournament between AI.
#63
This is my multiple AI version ( yes, it can run multiple AI in same match) that already included Strategy AI 0.4,
You can check it out: GT AI Arena



It require the Zocx Launcher ( Run Trigger Libs instead of Base.SC2data )
Link Zocx Launcher
#64
I think your launcher is totally rocks and so far the best one yet.
As a developer, I had to edit file in the Trigger Libs, so it hard for us when using this launcher because we have to packaging it to SC2Base.Data every time we need testing. So isn't it better if your launcher support run Trigger Libs folder at well ? So the user can select any AI and don't need to repacking.

Moreover, your launcher can be the best of all times if it can run multiple AI as well.
Here is the BroodWarAI launcher, it is the best for broodwar because at you can see, it can select AI for each Race and can Randomize as well.


I also have some method to do, please looking at this AI:
GT AI Arena 0.1 (Where the strongest  AI will shine, include all the hardest AI)


but it require to edit and replace the file in Trigger Libs, it would be awesome if you can implemented it in your launcher.

Best Regard.
Ptanhkhoa
#65


Link mediafire:
GT AI Arena

With the inspiration of Suxue AI, I made it first for testing purpose only, but I see that they are quite interesting, so I would like to share it to the public.
At the title say, it can let each AI fighting with each other, for example, Starcrack AI 0.72 Protoss vs Strategy AI Terran 0.4
It hard to solve the conflict between AI when putting all in the same folder, I had to read every code lines and function of every AI Script.
Anyway, I'm  finish with it
It can be quite useful for the player if you want to select the best Ai for each race to play with, or want to test the strength of each
For the developer, it can be quite useful for testing your AI among these strong AI.

_ The first version will include these AI  ( all of these are semi-noncheat , only cheat vision )

Starcrack AI 7.02 by Turdburger & Starcrack Team
Strategy AI 0.4 by XPL
Ghost AI 1.1 by harlowmoo.
Poulet AI 2.0 by Poulet
Aiur 2.0 alpha 3 by Suxue
Dozerg AI by Chriamon
and my Green Tea 0.4


I would like to give my credits to all the AI author above.

The first thing you must do is using Zocx Launcher, ( this can only work by replacing file in Trigger Libs, so Zocx Launcher is neccesary.Copy entire folder to the Mod folder of Starlauncher, it should include 2 folder GameData and Trigger Libs . You should use clean map, if the AI don't repair that mean you are not using clean map
Zocx Launcher

How to run, in the Trigger Libs folder it has the folder AI Package, each of these content the Package AI for you to select. Copy and replace the Zerg.galaxy, Protoss.galaxy and Terran.galaxy in which AI you like with the current one.



Select the AI Package folder


Select galaxy file in each folder Package

For example, you want to select Strategy Protoss 0.4,Terran Green Tea 0.4 and Dozerg AI 0.2, just copy the Protoss.galaxy in Strategy AI folder, Terran.galaxy in Green Tea AI folder and Dozerg 0.2 in Dozerg AI folder and replace with the current Terran, Protoss and Zerg.galaxy file outside.
When you play, it will appear like this "Activate Strategy 0.4 AI by XPL, Activer Terran AI by Green Tea 0.4 AI
If you see that the AI seems weaker when they stay in this version, report to me, so I can correct it.

Enjoy and have fun playing  :thumbsup:

Ptanhkhoa

This is Chriamon Updated Zerg, you should replace it with the current  Zerg.galaxy in Chriamon folder. It stronger than the old ones
#66
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.
#67
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.
#68
AI Scripts / Re: Aiur AI 2.0 alpha 2
April 13, 2010, 10:11:19 AM
Great AI :thumbsup: , and the most is it can compatible for most AI, even my AI ^^. Eitherway, it still lose my Terran AI for most of the time. ( It can use Guardian Force & Forcefield in my AI ) because of these reason:
   _ Don't product probe frequently, sometimes it stop
   _ Some of the build aim for Tech so much that don't spend money for buying soldier, so easy to being rush.

Maybe your AI does not fully compatible with my AI. You can check it to see the result.  I'm attached the file below that contain your file in my AI, compare to you my Terran Ai only have 2 build style: Mech & Soldier ( it not using for versus protoss though because it only build Ghost in very late late game. )
#69
AI Development / Re: Understanding the AI
April 09, 2010, 10:32:27 AM
The AiManageWave function in the Melee Ai are pretty useful, you can add what kind of unit, how many to your wave.

void AIManageWave (int player, int wavenum, int min, int target, int max, string type)

There are 7 type of wave
c_waveMain,     
   c_waveAttack,   
c_waveDivert1,   
    c_waveDivert2,   
c_waveClearObs, 
    c_waveHome,
   c_waveDefend

for you to manage. ( All of it can be modified in the MeleeAi.galaxy )
The Attack force should be wave_attack while the divert 1 and divert 2 are using for harrassing. ClearObs are for destroy Rock, You can use it depend on your strategy ( for example, let the Divert 1 and Divert 2 attack first to diverse the enemy while the main attack force will attack the main base ).

#70
 :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 :(.
#71
AI Development / Re: Understanding the AI
April 09, 2010, 07:30:47 AM
 I don't know too :P, but instead i using AITechCount Function, so you can count how many unit has been built or in Progress.
    For example.   
  AITechCount(player, c_PB_Gateway, c_techCountCompleteOnly ) >= 2
  && AITechCount(player, c_PB_Gateway, c_techCountInProgessOrBetter ) <=3

That mean already have 2 gateway are build and 1 gateway are in build progess

   You can use AITechCount for unit and research too, so you know how many unit has been built and how many are in queue.
   
#72
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 :) .
#73
AI Discussion / Re: HexBox AI Needs Your Strategy
April 09, 2010, 12:31:36 AM
I think it best to have an strategy for race vs race. For instant, marine & maraunder seems good vs other race but useless against terrans. And Darktemplar & Air unit seem goods vs Zerg but useless against terran. (Except VoidRay )
_ For terran, it is better to use Swap bulding function (Starcrack team already make this code ^^), at the beginning, use using one barrack + reactor and factory + Techlab for siegetank => so better defense and attack, later uyo can swap them to product Marauder & Hellion instead to counter with other strategy.
_ For Protoss, the most awesome unit is hightemlar, which can kill a mass terran soldier or zerg unit with just have 2 or 3 of them.  For most time, the protoss was able to win terran or zerg are because of this unit.
You should buying the Hightemplar when it begin the process of research "Pristorm", so in the time of finishing the research, the Hightemlar already have enough energy  to cast storm.
#74
It better to look at the Requirement AI.xml in the Gamedata, i almost find all of it here ^^, include the VoidRay Speed, Nuke for Ghost Academy as well. The problem now is based on micro control, how to make the Roach burrow when moving. 
   In the ValidatorData.xml, it has the value when the unit burrow for each kinds of unit, maybe you can tinkering with it. ( I have been able to set the drone to burrow immediately, instead of running around when being attack, (unless it discover by an detector :P )
#75
AI Development / Re: Understanding the AI
April 08, 2010, 11:15:43 PM
Yup, I also want my Ghost to come near to enemy base but don't "Attack", so he can cloacked and using "Nuke" on enemy base. So the probem here is how to make them stop the attack function when they near the enemy base and using other command, or using at the appropriate place ( ex : Dark Templar will not attack the army defense outside and attack the worker inside the base instead, harassment force will focus on the enemy worker, rather than attack building ( only when necessary ))

I also wonder about the code of the scout, ( don't know where it from) how to make them close to the enemy base but don't come near them. It will good to gather a big force in front of enemy base than attack , rather than come one by one .