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Game On => Land of AI => STARCRAFT II: WINGS OF LIBERTY => AI Discussion => Topic started by: StubbornRock on April 09, 2010, 08:16:27 PM

Title: AI - wats to improve
Post by: StubbornRock on April 09, 2010, 08:16:27 PM
Hi guys I am a huge SC2 fan who like most of you don't have a beta key. I had played many AIs, including the most famous Strategy semi cheat AI and Starcrack AI. However through the playing process, I find numerous flaws in those AIs. For now I am just gonna go with Strategy AI since it is the most capable one out here.


In general: ※I found the AI can not held off a good timing push. [ex. As Terran, a good M&M ball with stim
                     research on the way (by that I mean stim research will be done right when you step in AI's
                     base) can end the game in 10mins]. However, I also find if give the AI a chance to expand, it will
                     put up an interesting fight.
                   ※After watching replay I figured that the main reason why AI lose to timing push is that they
                     expand to early. In most case, I will be at his door at 8 mins which coincidently the time it expand.
                     A typical case directly cost 400 mineral gone boom instead of use it on army or base defense.
                   ※Destructible rock problem, I think starcrack had solved it.
                   ※Dropship harass would really lift the AI.


Terran AI:   ※AI never research stim instead it always go for shield. (2.2 did well on stim research but for some
                     reasons it is gone in 3.1)
                   ※Reaper harass seemed to be less frequent, instead more Banshee harass (Banshee take more
                     time to actually become a threat, and in most case the game won't be that far).


Protoss AI:  ※Charge need to be research more frequent in the game (it is ok to not have it when AI is going
                      mech build, but when its army is composed into a zealot heavy bulit, charge really makes the
                      differences).
                    ※Nicely done on warpgate, but it will be more smoky to see proxy pylons:D


Zerg AI:       ※AI pushes too late, zerg supposes to have map control advantages. By the time it attacks
                      which is about 10-11mins, all the strategic advantage as a zerg has lost. It can't push into a
                      a defensive players base, nor have chance stand against any aggressive player.
                    ※Sorry if I am asking a bit too much, but a worm in my base pumping bugs may really help on
                      improving the difficulty of the AI.


Overall except the AI can't stand a timing push (big flaw), rest of the suggestions are just additions that would make the AI more diverse.


I think it is everyone's responsibility to give feedbacks to the AI developers, this way we can contribute the very least in helping them develop great AIs.


Thanks for reading,
StubbornRock


Title: Re: AI - wats to improve
Post by: AlsoKnownAs on April 10, 2010, 02:04:51 PM
Hi StubbornRock :D,

QuoteI found the AI can not held off a good timing push. [ex. As Terran, a good M&M ball with stim
                     research on the way (by that I mean stim research will be done right when you step in AI's
                     base) can end the game in 10mins]. However, I also find if give the AI a chance to expand, it will
                     put up an interesting fight.

After watching replay I figured that the main reason why AI lose to timing push is that they
                     expand to early. In most case, I will be at his door at 8 mins which coincidently the time it expand.
                     A typical case directly cost 400 mineral gone boom instead of use it on army or base defense

Our team has solved this problem where most of the AIs advances based on a given timer (phase transitioning), our AI (Humanik) advances based on the situation given (a complex set of evaluation is done prior advancing).  :thumbsup:

QuoteDropship harass would really lift the AI.

Won't work on Humanik given the chance to infiltrate your base XD.

As for the others, we'll look into it and have you updated  :D .
Title: Re: AI - wats to improve
Post by: StubbornRock on April 10, 2010, 08:57:59 PM
Thank you for ur notification, really glad that you and your team had solved this essential issue.     
And once again, good lucky on your AI:) Can't wait to try it out! When is it going to be out?