Hi everyone,
As most of the SC2 Beta AI fans are concerned, we are currently building an extremely robust and challenging AI for everyone. Due to the sublimity of the undocumented functions, constants, and other pertinent details, it took most of our time in the first few weeks, however, we've manage to sort out (> 95%) most of everything within the engine and are developing at a rapid speed.
Since we've shifted our focus to the Protoss race, here are the available list of features that will be accompanying the AI on it's first release;
1. Sentry Guardian Shield (Which will only cast when there are enemy units around during battle, no overlapping of casting on the same group if it's already covered by another sentry, hence conserving energy).
2. Sentry Force Field (Sentry will scan for ramps/choke points and will cast at these areas to prevent enemies from progressing if the odds of winning a battle against the opponent is slim as to gather more forces and to buy time).
3. Sentry Hallucination (Will only cast on units to do a suicide scouting or prior engaging the enemy)
4. Colossus will do a "back attack" by walking through cliffs and if there's a weak opening to the enemy's base (Still under heavy revision)
5. High Templar Psionic Storm (These units will not just aid the AI with their deadly storm but some strategies has been implemented to enable them to use it on biological gatherers/peons).
6. Stalker Blink (Will blink backward/or somewhere nearby when attacked during combat and forward when chasing against enemies who are retreating).
7. Parametric Defenses and Building
8. A new function has been implemented to better improve the AI's prediction and probability of winning in a combat.
9. Natural expansion and building (There will be a very small portion of code that is scripted and the other part of it is based on its ability to evaluate conditions before building and expanding).
10. No phase transitioning based on a given timer (e.g. open -> mid -> late), Humanik can jump to any phases based on the conditions given.
11. Warp Prism "Backdoor Access" (Warp Prism will change its form to enable warp gates an access to enemies base for a back attack).
There are some functions and abilities yet to be implemented, but once its done for the Protoss race, it will be released immediately. Any suggestions, comments, and criticisms are welcomed .
Below is a video on Parametric Building; Have fun, cheers :cheers: .
Humanik V1.0.1 - Parametric Building
Thread By AKA - AlsoKnownAs
As most of the SC2 Beta AI fans are concerned, we are currently building an extremely robust and challenging AI for everyone. Due to the sublimity of the undocumented functions, constants, and other pertinent details, it took most of our time in the first few weeks, however, we've manage to sort out (> 95%) most of everything within the engine and are developing at a rapid speed.
Since we've shifted our focus to the Protoss race, here are the available list of features that will be accompanying the AI on it's first release;
1. Sentry Guardian Shield (Which will only cast when there are enemy units around during battle, no overlapping of casting on the same group if it's already covered by another sentry, hence conserving energy).
2. Sentry Force Field (Sentry will scan for ramps/choke points and will cast at these areas to prevent enemies from progressing if the odds of winning a battle against the opponent is slim as to gather more forces and to buy time).
3. Sentry Hallucination (Will only cast on units to do a suicide scouting or prior engaging the enemy)
4. Colossus will do a "back attack" by walking through cliffs and if there's a weak opening to the enemy's base (Still under heavy revision)
5. High Templar Psionic Storm (These units will not just aid the AI with their deadly storm but some strategies has been implemented to enable them to use it on biological gatherers/peons).
6. Stalker Blink (Will blink backward/or somewhere nearby when attacked during combat and forward when chasing against enemies who are retreating).
7. Parametric Defenses and Building
8. A new function has been implemented to better improve the AI's prediction and probability of winning in a combat.
9. Natural expansion and building (There will be a very small portion of code that is scripted and the other part of it is based on its ability to evaluate conditions before building and expanding).
10. No phase transitioning based on a given timer (e.g. open -> mid -> late), Humanik can jump to any phases based on the conditions given.
11. Warp Prism "Backdoor Access" (Warp Prism will change its form to enable warp gates an access to enemies base for a back attack).
There are some functions and abilities yet to be implemented, but once its done for the Protoss race, it will be released immediately. Any suggestions, comments, and criticisms are welcomed .
Below is a video on Parametric Building; Have fun, cheers :cheers: .
Humanik V1.0.1 - Parametric Building
Thread By AKA - AlsoKnownAs