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Development > AI Development

default vs triggers for AI?

  • 12 posts
    #1 Jun 03, 2012 at 01:06 UTC - 0 likes

    do you think its possible to craete triggers that are better than a defult AI set to max level. blizzard as already put in place some AI code for 1vs1comp on melee maps. can this be improved upon using triggers or data editor? peraonally i can make stalkers micro blink better than standard settings for a melee game.

    (yes i am nots good at this english part, LOL)

    #2 Jun 03, 2012 at 04:24 UTC - 0 likes

    The very first post in the brand new forum!

    I don't know about triggers, but people have definitely made AI's that can do some incredible things, especially when it comes to micro.

    We newsed this a really long time ago:

    That said, this kind of thing is not done in the AI editor. The AI editor is more for setting up waves and building strategies.

    Last edited Jun 03, 2012 by zeldarules28
    Send me a PM with any questions or comments.

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    #3 Jun 03, 2012 at 04:34 UTC - 0 likes

    FIRST POST?!

    CLICKY FRUIT

    And what do you mean by. "Max level"

    I'm......... back! Sort of. Once I get HoTS i'll be back... First I have to refresh myself.

    Also yeah I left and I came back in not too short of a time. But I got bored. Can you blame me?

    #4 Jun 03, 2012 at 06:42 UTC - 0 likes

    @Doubleclick123:

    when creating a game you can set the actions of the computer players, rebuild and repair and action per minute type of stuff. i say max level is because you just make it so that its the highest value you can input for any given field. such as easy AI would be 10actions per minute, insane ai would be like 100, just en example.

    @zeldarules28:

    the video was not avalible when i clicked on it. and sences the forum is named AI development i would ask a question about AI development, lol.

    #5 Jun 03, 2012 at 09:41 UTC - 0 likes

    I think there is no limitations for triggered AI. It will act as smart as you program it. In some intelligence levels he may even refuse to fight because he will think he's a pacifist. Also, he may unexpecrtedly ask, - are you, human players, a whole intelligent civilization, like we are? It may even declare war not to our troops, but to us personally, like gladiators did. So, when you create a good AI, don't push it too strong, maybe it will help to prevent a war agains machines.

    #6 Jun 03, 2012 at 16:00 UTC - 0 likes

    That's so weird.... It's not available.

    Try this direct link: http://www.youtube.com/watch?v=IKVFZ28ybQs

    After watching that, I'd say we could most certainly create an impossible to beat AI using triggers.

    Only mentioned it's not done in the AI editor in case somebody was reading this later, no worries ;)

    #7 Jun 04, 2012 at 00:17 UTC - 0 likes

    @zeldarules28:

    haha thats brutal with the siege tanks. probably has to do with targeting and the zerglings saying ''oh shit'' haha the only way to get round that AI would be a wall of direct fire units. firebats would crush that, lol.  but there is always a counter to anything .

    #8 Jun 10, 2012 at 07:14 UTC - 0 likes

    I agree with Zolden. You can create an AI beyond comprehension. It depends on how many strategies/builds you program it to do. That requires time, skill and devotion.

    +Ark+

    †...No Reality... Only Infinity...†

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    #9 Jun 15, 2012 at 18:27 UTC - 0 likes

    ok with that being said, how do you think bizzard determines the level of AI genious when making the standard settings, easy,hard,insane? possibly making an "god" mode for the impossible AI computer. lol

    #10 Aug 01, 2012 at 18:50 UTC - 0 likes

    From what I understand the higher difficulty AI's aren't really all that much "smarter" really with Very Hard and Insane its the fact that the AI has a higher APM cap and it has bonus resource advantages IE basically it cheats.

    Last edited Aug 01, 2012 by alderis
    #11 Aug 09, 2012 at 21:36 UTC - 0 likes

    I'm looking into the AI trigger libraries and there are differences between the difficulty levels that are more than mere APM or resource cheating. In an MPQ editor open the Liberty.SC2Mod archive and go to Base.SC2Data/TriggerLibs/Terran . The Terran0, Terran 1, etc. represent different difficulty levels.

    #12 Dec 04, 2012 at 22:28 UTC - 0 likes

    Seems to me a designer does the best and then scales down the efficiency of its Ai by setting increasing number of variables for the ai to have to handle.. (from insane to easy (for the player)) the terrain is one of them.. although i've met the information (difficulty levels on terrain) i know not how they defer from one another.. would be nice to find out :)

    Last edited Dec 04, 2012 by houndofbaskerville: i like to move it move it
  • 12 posts

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