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Messages - SuXue

#16
Quote from: whoamI on April 16, 2010, 07:15:02 PM
^ same goes for me.. it seems that he is trying to stack all his forces and this is preventing from moving at all...

Ah... got it. will try to relax the "stacking radius" a bit.
#17
Quote from: logo on April 16, 2010, 02:42:44 PM
But what is sad about Aiur AI is the fact that he is not defending his first expansion at all.
He did make a large army of zealots, stalkers, couple immortals, 3 colossus and sentry. But they were just standing in entrance to his main base. When i attacked his expansion he didn't move at all, and he was meters away.

I have never seen this happening, so I have no idea what is wrong.

Probably I fixed it in alpha 4...
#18
Quote from: AlsoKnownAs on April 16, 2010, 01:57:16 PM
Sorry to spoil the party  :D , it's possible to fit everything in one .galaxy file. Provided he re-write the entire routine and not use the default AIThinkDisruptor as pre-written in the XML file.

Please let me know where does AIThinkDisruptor get called, so that I can overwrite it....

p.s. I have finished DT opening and HT opening with good AI vs AI results

The HT opening is particularly nice... feels like watching real human replays! Just beautiful

If one day the AI can use force fields effectively as well then it will be even stronger
#19
AI Scripts / Re: Humanik V1.0.0
April 16, 2010, 11:10:02 AM
Quote from: AlsoKnownAs on April 16, 2010, 10:43:25 AM
whoamI, good observation there  ;) , however that is one of the build flags which specify the builders to build surrounding the main base or resources (technically, c_nearResource, c_nearChokePoint or some other flag; my point is, it still rely on the flags given/predefined), if you do observe more, you will realize that it builds in the same pattern, no where near the slope/ramp.

In principle, one can scan the tiles (yes, i remember this is possible), then create an order for the probe to execute it.
#20
Quote from: logo on April 14, 2010, 02:28:09 PM
I set 2 computer players Protoss (Aiur) vs Terran (Starcrack) and Starcrack wins . Aiur build a combination of zealots, sentry and stalker. He even upgraded armor... still starcrack was more agressive and wins in 15min. Try it yourself if you don't believe me.

Did the sentry open shields? Otherwise the combination lost 50% of its effectiveness.
#21
Quote from: Chriamon on April 14, 2010, 02:41:48 PM
I haven't seen Auir expand, does it currently lack expansion logic?

Alpha 3 will always expand as soon as it sends out its first wave. I have never seen it not doing this...
#22
Quote from: AlsoKnownAs on April 14, 2010, 04:47:27 PM
replaced all the initial function names with cryptic names XD, hence to protect their codes :P

no. just for giving u more fun guessing the logic  :)
#23
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.  :)


#24
AI Scripts / Re: Aiur AI 2.0 alpha 2
April 13, 2010, 10:22:13 AM
Quote from: ptanhkhoa on 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 ) :
   _ 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, 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. )

Thanks! My target is to beat every single semi-cheating AI at 70+% probability in beta 1 on both PvT and PvZ, and I do have GreenTea in mind  ;)

You can use it to fix your AI's flaws, and that is the beauty of the single-file approach. The only drawback is one can't put ability code in it.
#25
AI Scripts / Re: Aiur AI 2.0 alpha 2
April 13, 2010, 10:00:07 AM
Quote from: klaretos on April 13, 2010, 06:52:45 AM
-Since it has full vision why does it make an observer first and then an immortal?
-At 11.53 a zealot attacks my main force and in front I have a marauder heavily wounded, the zealot chooses to attack the healthy one that was nearby and gets killed without killing my wounded marauder. Could you fix that?
-Sentries never used force field or guardian shield.

Thanks for the feedback!

-because it won't be cheating in the future
-it's fixable, but the efforts won't worth it at the moment. basically one have to rewrite one whole routine
-make sure that you replace strategy ai's protoss.galaxy and then use the resulting ai. The guardian shield is really essential for that build and can make ground troops much stronger.

The alpha 2 version is still very buggy. Stay tuned! Hopefully alpha 3 will be 20% stronger.
#26
HOW TO USE:
1) Use SC2Launcher 2.3.1
2) Delete everything inside \Plugins\
3) Copy AI to \Mods\AI Name\TriggerLibs\
4) Select AI as Mod in the launcher

Remember to change maps when you see bugs. AIs will often behave differently (and come with different strengths) on different maps.

================================================================================================

Alpha 12 is out. Compatible with patch 10.

DO NOT mix it with any other AIs. Because all other AIs are NOT compatible with patch 10.

One issue: in patch 10 the new API won't move peons to expansions in many cases, which is terrible. I don't know any easy fixes.


================================================================================================

Alpha 9 is out. Better than ever. Comments are welcome.

================================================================================================

Alpha 7 is out, with earlier and more effective attacks.

Fixed many issues, including the "never attack" bug.

I suggest using the 1.26x resources cheating version for best simulation of real-life players.

================================================================================================

Alpha 4 is out, with new DT / HT / 4 Gateway openings, and many issues fixed.

Writing the HT opening is particularly tough, because AIs can't use HT very effectively.

================================================================================================

Alpha 3 is out.

Much, much stronger, with 4 deadly openings.

Now the only thing that can easily stop it is extreme rush... I will try to deal with it later.

================================================================================================

Alpha 2 is more like a benchmark AI for AI authors, nevertheless I think it's already fairly strong at current stage.

Protoss only, hence the name. Non-cheating, but with full-map vision for debugging issues.

There are 11 (yes, eleven) openings at the moment. All the timings and building orders are quite okay.

If you can survive the first wave then most likely you will win. On the other hand, the first wave will be quite interesting, as you will see  ;)

================================================================================================

#27
Quote from: Chriamon on April 12, 2010, 05:52:31 AM
Pretty sure it is a function for the AI to find where it should target its dropattack; that is, finds a base to send a transport with the dropwave's units to perform a drop. It doesn't have to be an island base I think.

And the problem is, the function sometimes return false even if there are good drop-off points in the enemy's base
#28
AI Development / Re: How to order a global retreat?
April 12, 2010, 06:33:31 AM
maybe you can try running this for all waves w
AIWaveSetType(w, c_waveStateRetreat, AIWaveTargetGatherO(player, c_townMain))
#29
When I try to control the drop attack function, I notice this strange phenomenon which prevents the AI from using it.

Please let me know if any of you has been successful in using it. Thanks!
#30
The Zerg AI in this package is quite good. Recommended!