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Messages - Chriamon

#1
SC2 Tools / Re: AI vs. AI utility
June 25, 2010, 10:22:07 AM
Not possible to make a tool currently. There is no standard way to program AIs, so everyone pretty much does it their own way. If you want to do anything besides a mirror matchup, for example ZvT you can probably just copy one AIs Zerg.galaxy and include files, and the other AI's Terran.galaxy files and included files to a folder and use the launcher with that. But thats not guaranteed to work. If an AI modifies the meleeAI.galaxy file, it probably wouldn't work.
#2
Quote from: soclever on June 19, 2010, 05:26:45 PM
First off I'd like to thank you for putting in the time and effort to make an AI.  That being said, I can't make it work >_< the AI acts like it's going to do something at the start, goes to about 10 workers on any race, makes a building or two, then stops production of everything.  I sat an overlord over its base, it went to 10 workers, had a gas/gate/cyber, then didn't do anything but mine for about 5 minutes.  After that it moved every single worker to the 1 gas node, made a single chrono'd zealot and attacked.  10 minutes later it did the same thing with a single stalker.  I didn't make any attacks at its base, just watched for a while.  I've tried launching with both sc2allin 9.6.6 and sc2launcher 2.3.1.  I've also tried vers .47 of both green and darktea, and just tried it again with .47d.  I know the AI can do better then this by just reading the comments you've been getting on it, just can't figure out why mine won't.   If it makes a difference, the starcrack AI 6.1.1 works fine for me, but I heard yours was the best.  Please help!

That sounds like the behavior of the default AI. You probably didn't install the AIs correctly, and were just launching your maps with default AI.
#3
Quote from: esshy on April 20, 2010, 03:26:59 PM
Hi,   nice job on GT AI Arena, I love it. :thumbsup:
Theres 1 problem im having   though. When I put Strategy AI against either Ghost AI or DoZerg, it   wont run. Its only Strategy AI that wont run against those 2, but   everything else runs when put against all the other AIs.

  Its probably that strategy AI and ghost AI have a function with the same   name somewhere or something similar. The ver of DoZerg packaged with GT AI Arena is older and still depends on Ghost (I build DoZerg with ghost as a framework). If you download the ver of DoZerg I posted earler up, it should work fine against strategy AI (can't say the same for ghost).

After a quick look-thru the code, there is a AIRetreat and a defendRush (and possibly more)function defined in both the strategy main and the ghost main. These functions and all places where they are called will have to be renamed in one of the AIs for compatability.
#4
I'm wondering, about that parametric building, did you find a way to make custom build flags, or are you calculating a point and building the pylon at that point?
#5
Wow, you put my AI in there :D I'm flattered, although tbh that version is very rudimentary.

I've updated it quite a bit, it no longer has dependencies, and it is much much stronger. I'll attach the updated version.
#6
Quote from: AlsoKnownAs on April 16, 2010, 01:57:16 PM
QuoteQuote from: Bedervet on Today at 11:53:40 AM
QuoteStarcrack AI and all other AI are open source since you can easly access to the code.
Most  AI are developed starting with starcrack scripts, the sentry dont use  shield in starcrack AI, so they dont in AIur AI, since both share some  code.
Thats  not what hes saying at all. What hes saying, is that the AI's "micro"  isn't handled by the protoss.galaxy file. The micro is handled within  other files. Since Auir AI is only the "macro" portion (that is, just  the protoss.galaxy file.), it will only use shield if the AI is  programmed to use shield with sentries in another file. As far as I  know, it is not possible to make sentries use shield without  overwriting an additional file beyond protoss.galaxy.

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.

Yea my mistake, I know you cannot overwrite the original AIThinkDisruptor without overwriting the tactical file, but I guess you can call it from somewhere else
#7
AI Scripts / Re: Humanik V1.0.0
April 16, 2010, 01:07:57 PM
Quote from: whoamI on April 16, 2010, 11:52:40 AM
So, one can use 'c_nearResource' to create a box around the comm center-recource line, can't he do the same with 'c_nearChokePoint'? I don't understand this..

suxue if someone can scan tiles can't he order the probe to place buildings in certain tiles?

The build flags "c_nearResource" and "c_nearChokePoint" are predefined, and will not work with "tile scanning." I think what SuXue is saying is that you can define a point which is where you want the building to build, and the terrain is pathable, and other such conditions (would be incredibly complicated to do so, and it probably wouldn't even work on every map in the same way,) and then build the building at the defined point.
#8
Quote from: Bedervet on April 16, 2010, 11:53:40 AM
Starcrack AI and all other AI are open source since you can easly access to the code.
Most AI are developed starting with starcrack scripts, the sentry dont use shield in starcrack AI, so they dont in AIur AI, since both share some code.
Thats not what hes saying at all. What hes saying, is that the AI's "micro" isn't handled by the protoss.galaxy file. The micro is handled within other files. Since Auir AI is only the "macro" portion (that is, just the protoss.galaxy file.), it will only use shield if the AI is programmed to use shield with sentries in another file. As far as I know, it is not possible to make sentries use shield without overwriting an additional file beyond protoss.galaxy.
#9
Just tested it, like you said, starcrack 7.02 terran vs Auir, Toss won extremely quickly, went 2 fast collossi and won with first major push, starcrack had only marines. I left starcrack settings untouched, so starcrack likely didn't have vision, but still, your claims are likely false, and/or you incorrectly implemented auir AI.

(Note: I am talking about the alpha 2 build btw)

EDIT: Tried starcrack terran vs alpha 3 build, and it seems your claims are true. alpha 3 build appears to do the same build, and lose to mass marines w/ shield timing push.
EDIT2: changed map, starcrack STILL does mass marines w/ shield, wins vs carrier build.

Granted, this is an alpha build, and it isn't even really finished, but its nice to see an AI that does different BOs.

Note: when playing against this AI, most builds are simple to defeat, just defend until first push, and then counter push, and knowing that carrier cheese is a possibility, I never lack the AA to combat it. I haven't seen Auir expand, does it currently lack expansion logic?
#10
I'm still getting the same error, extra whitespace when the galaxy files are opened in other editors. It wouldn't be such a big deal, but sometimes this whitespace can cause the galaxy file to not work.

EDIT: Nevermind, It seems I was still using the old version >.>
#11
Nice release. One question, why obfuscate the code? I know there are those who would "steal" your code and use it as their own, but it would really help people learn if it were open source.
#12
AI Scripts / Re: Humanik V1.0.0
April 13, 2010, 02:20:01 PM
Quote from: itsarabbit on April 13, 2010, 11:24:00 AM
Quote from: gzxaaa on April 13, 2010, 10:00:31 AM
30 workers per base has almost no better income than 25 workers per base used in Strategy AI.
Actually(Now I did not watch the video), 30 workers per base is ideal. 3 workers per mineral patch and vespen geyser, though it is better to split up your workers between expansions by sending atleast 8 as soon as you get one.
Actually, You are kind of wrong. Passed 16(2 per mineral patch), there is hardly any benefit to increasing workers, and past 24 (3 per patch) there is absolutely 0 benefit to increading. At 16 workers, you get something like 17 mins per second, and at 24, its like 18 or 19 mins/sec. Theres a whole thread about it on TL. The reason you keep building past 16, is if you are planning on making an expansion, so that when the expo is done, you have those 8 workers to send. (Note, you will have +3 more workers per gas you are using, which is why a lot of times there are ~22 workers per base). 30 per base is the max benefit, but more like 22 is ideal.

Also, keep posting AKA, it is interesting to know your progress, although, like people have said, it would be nice to see more examples of it in action.

And, about whoever was talking about strategy .31 zerg AI, it is not bad, it only loses to the protoss and terran start AI because the terran and protoss both go for all-in strats. They are both extremely simple to beat if you hold off their initial attack. If the strat .31 zerg is not quickly rushed (relatively quickly), it can build up a sizable force and out macro the opponent quite easily.
#13
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.
#14
AI Discussion / Re: Terran AI Question
April 08, 2010, 01:29:51 PM
I believe what he means is that they build their first two supply depots and their first barracks right at their ramp, so that enemy troops (zerglings and such) cannot just run in and attack the mineral line.

As far as if it is possible to make an AI do it, its probably possible, but as of yet there is no way to make the terran successfully wall-in (to my knowledge). Most AIs use one of the prewritten blizz functions, AISetStock or AIBuild etc, and these functions do not have a parameter to decide where the building should be placed. In order to make the computer wall-in, a pathfinding function would have to be written, and a custom build script would have to be made, that can locate the points to build the depot and barracks. Either that, or the script would be specifically programed for each map.
#15
AI Discussion / Re: HexBox AI Needs Your Strategy
April 08, 2010, 09:04:12 AM
Quote from: Kernel64 on April 08, 2010, 08:56:22 AM
obfuscated sounds cool. I apologize if it looks a little confusing.

I've been testing these strats, and yes, most strats do require that the AI should know how to manage their forces. In sc2 or even in Sc1, losing 30% of your forces at a crucial timing can cost you the game.

It is very possible though, just as you said, and it can be done given HexBox AI allows you to give the AI protocols on how to use its army, when, and where.

There are still functions needed in HexBox AI, this is one of the prime reasons why it is made public, so the guys who have more time, energy, and ideas can add more functions, protocols, etc to the AI and eventually make it easier for the non-programmer to add their own decision making, counters, tactics, army control, etc into the AI.

I am hoping that as soon as HexBox AI matures, a simple editor can be made for it so that it would take only clicks to add in new commands for the AI to use, new conditions to weigh things on, etc.

I'm working on these strats, and I'm waiting for someone to post a strat that could effectively counter a mass tier 1 protoss strat with 4 gate that evolves to 6 gate +1 expo. This protoss strat involves:

rush/harass with zeals,
+stalker support
(switch) stalker harass (no blink, at about 10 stalkers, 5 zeals)
then eventually a mass of 14 stalkers, 8 zeals.

Honestly, I think both of the strats posted could potentially beat that, it really depends on the level of micro (from both players). I know that, as a player, a roach rush works great, adding in lings if the opponent has too many stalkers. It really depends on the timing of the initial attack, and how the battle goes.

Also, when I said the code was obfuscated, I was mistaken. The first file I opened was ZergUtil.galaxy, and right at the top it has all of those IQU and SQU variables, I just assumed it was obfuscated, but after further investigation, it all makes perfect sense :D.