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#31
AI Scripts / Re: Humanik V1.0.0
April 09, 2010, 03:25:28 PM
I've tested strategy 0.31 without vision, not even close to winning my AI  :jig: . And if you wish to test your AI, you'll need to do some code modification within meleeai.galaxy, protoss.galaxy, terran.galaxy and zerg.galaxy. It'll be easier to test a race specific AI compared to a generic AI code which applies to all races. You'll get what I mean when you get yourself down to coding some  ;D

One more thing, when there's no major modification in most of the "important .galaxy" files, it's easy to blend their codes together to make 2 separate AIs in one game.
#32
AI Development / Re: Understanding the AI
April 09, 2010, 12:23:51 PM
I've solved the first problem  :D , now what's left is the second one  :(
#33
AI Scripts / Re: Humanik V1.0.0
April 09, 2010, 11:55:58 AM
Strategy 0.31 has full vision of the whole map and that is considered cheating, what I'm coding has no cheats applied, so that's why I've only tested my AI on non-cheating AI only.
#34
AI Development / Re: Understanding the AI
April 09, 2010, 11:31:40 AM
Thanks again for your prompt reply, but unfortunately that is not something I'm seeking for  :D .

I'm sorry for not making this clear in the first place, what I wanted is the composition of units in different waves, (e.g. what units are in the divert1 wave and what kind of units are in the divert2 wave). I know there are ways to keep track of the units by manually adding units to a specific wave by creating one or more, but what if I wanted to know the composition of units in my enemies wave'? Is there a function or custom function to do so?

On top of that, how do I make a count of units that I'm currently engaged in battle for a specific wave? I can do a count of units, but that would compose of the units that I've counted earlier if they are not dead already, so that would exaggerate the count. Is there some kind of function which does a count of units for a specific wave which falls within its radius of sight?
#35
AI Scripts / Humanik V1.0.0
April 09, 2010, 09:59:01 AM
Hi everyone,

Just to let you guys know that I'm currently building an AI which at the moment defeats Starcrack 7.0 AI every single round of its play. It's coding is based on a human-like ability to recognize and predict an opponent's pattern and build in ways to counter it.

Currently, it's at the stage where I'm coding specifically for the Protoss race against the other races. I'll post it once its done. :D

Believe me, it'll be one of the most challenging AI that you'll be ever playing against, and yes, that includes pro players too.
#36
I'm currently developing an AI which at the moment beats the Starcrack 7.0 AI every single round using Protoss (other races are yet to be developed). I'll have my AI post once its done and complete, it'll be one of the most challenging AI that you guys will ever be playing  :D .
#37
AI Development / Re: Understanding the AI
April 09, 2010, 09:27:18 AM
Hi again everyone, I've stumbled across another obstacle XD. Anyway, how do I get the composition of units in a wave? Many thanks again XD.
#38
AI Development / Re: Understanding the AI
April 09, 2010, 07:55:54 AM
Thanks ptanhkhoa. That certainly helps me a bunch XD.
#39
AI Development / Re: Understanding the AI
April 09, 2010, 05:48:05 AM
Here goes another question of mine :D, How do I check the status of a building (e.g. whether its being build, and when it's creating a unit)

Thanks.
#40
AI Development / Re: Understanding the AI
April 08, 2010, 06:33:42 AM
Lol Eskimo, I'm not talking about the player itself, what i meant was how to make the AI wanders around an opponent's base, which function should i call, and if it's possible, can i design my own route?
#41
AI Development / Re: Understanding the AI
April 08, 2010, 05:58:07 AM
Thanks for the reply people, I'm developing my first AI now.

O ya, about scouting, how do i make a unit wanders around an opponent's base instead of running around the whole map?
#42
AI Development / Understanding the AI
April 07, 2010, 03:11:47 PM
Hi everyone,

I've worked with different forms of AI and bot scripting, but I'm unfamiliar with the SC2 AI script as I'm still new to it, I've read through most of the topic and I have some questions that I hope you guys would help me in answering them.

1.) Where in the first place does the execution of the script takes place? Which function is called first when the AI is first loaded?

2.) Does the script runs in a linear fashion which checks from top to bottom? If it does, is it limited to the boundary of one main function or one or more .galaxy files?

Thanks.