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Topics - AlsoKnownAs

#1
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  :D .

Below is a video on Parametric Building; Have fun, cheers  :cheers: .

Humanik V1.0.1 - Parametric Building

Thread By AKA - AlsoKnownAs
#2
AI Development / How to order a global retreat?
April 11, 2010, 02:09:12 PM
Hi everyone, hope you guys can help me out in this  :D .

I realize that my entire army does not retreat when I use the function;

QuoteAISetAttackState(player, e_attackState_Retreat);

Instead, only those that are in the attackWave retreats whereas the others who are coming to reinforce (called from the function AIWaveMerge(player, c_waveMain, c_waveAttack);) does not retreat and fought till they die if they are left behind or simply during the time when they are coming to merge with the attackWave.

Is there a way to call for a global retreat which applies to the merging wave and attack wave? Thanks in advance  ;D .
#3
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.
#4
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.