Looking for people who have an interest in AI to be part of a a starcraft AI project.
This AI is made through the SC2 triggers/galaxy code in the editor. If you have some experience writting code then getting into coding in SC2 is really simple. It has an easy to use GUI interface or you can write in "galaxy script" which is a simplified version of C. If you don't have any coding experience then I would still really love to have testers and people with other skills to help out.
Here is a small demo video of where the project is at the moment
I have open sourced the project on the US server. It can be found by looking for SALT in the SC2 editor.
I am creating a skype group for discussion and will be happy to explain anything you have questions about or help you make contributions to the project if you would like to do so. post back here or send me a skype contact so I can add you to the conversation. PM me details if you don't want to post contact details on the forum.
Origionally I wanted an AI that would be compatible with another project where the default AIs do not work. But I started writting it generalized enough that I realized it could become a stand alone AI.
So now it's
10% compatibility with the other project
20% because I think it would make for a good practice partner for melee players
35% because I think AIs are really cool and want to make one and
The existing melee AI was already written by professionals.
Everyone knows the best maps were created by community members not Blizzard, the best arcade games were created by community menbers not Blizzard, the best balance/playstyle/improvement ideas have come from community members not Blizzard.
I never played the origional Green tea AIs but I've heard other people saying they were far better AIs than the Blizzard ones so it's already been done before.
That's not putting down Blizzard either. I know the employees at Blizzard are smarter and more qualified than I am. Spending untold resources on creating a better AI does not really improve their product. Half the people only play campaign and most of the rest play against humans. Blizzard has to make maps/AIs/changes which apeal to everyone. They have to be easy and predictable. The community is not bound by those restrictions.
Also if anyone is curious I open sourced the project on US server for anyone who wants to investigate for themselves. It's under the name "SALT". Here are the steps required at the moment to get the AI up and running:
So much that will encompass the AI is not yet written. and so much of what IS written I am going to rewrite, replace or update. So it is NOT what the final product will be, it's just a stepping stone.
That's putting it lightly. Pound for pound for performance vs output, Brood War is still better. I remember talking to you on IRC about this before and I'm still keeping an eye on it. Keep up the good work!
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Hi all,
Looking for people who have an interest in AI to be part of a a starcraft AI project.
This AI is made through the SC2 triggers/galaxy code in the editor. If you have some experience writting code then getting into coding in SC2 is really simple. It has an easy to use GUI interface or you can write in "galaxy script" which is a simplified version of C. If you don't have any coding experience then I would still really love to have testers and people with other skills to help out.
Here is a small demo video of where the project is at the moment
I have open sourced the project on the US server. It can be found by looking for SALT in the SC2 editor.
I am creating a skype group for discussion and will be happy to explain anything you have questions about or help you make contributions to the project if you would like to do so. post back here or send me a skype contact so I can add you to the conversation. PM me details if you don't want to post contact details on the forum.
Thankyou for your time :)
So what is this actually trying to achieve? Slightly better melee AI? The existing melee AI was already written by professionals.
Origionally I wanted an AI that would be compatible with another project where the default AIs do not work. But I started writting it generalized enough that I realized it could become a stand alone AI.
So now it's
I don't think I can do a "slightly" better melee AI, I think I can do a MUCH better melee AI. The existing melee AI is terrible.
I'm ready to eat my words on that matter. Maybe I can't. But I think that I can. So I'm going to. :)
Everyone knows the best maps were created by community members not Blizzard, the best arcade games were created by community menbers not Blizzard, the best balance/playstyle/improvement ideas have come from community members not Blizzard.
I never played the origional Green tea AIs but I've heard other people saying they were far better AIs than the Blizzard ones so it's already been done before.
That's not putting down Blizzard either. I know the employees at Blizzard are smarter and more qualified than I am. Spending untold resources on creating a better AI does not really improve their product. Half the people only play campaign and most of the rest play against humans. Blizzard has to make maps/AIs/changes which apeal to everyone. They have to be easy and predictable. The community is not bound by those restrictions.
Also if anyone is curious I open sourced the project on US server for anyone who wants to investigate for themselves. It's under the name "SALT". Here are the steps required at the moment to get the AI up and running:
So much that will encompass the AI is not yet written. and so much of what IS written I am going to rewrite, replace or update. So it is NOT what the final product will be, it's just a stepping stone.
I can lend my trigger skills if you wish..
That's putting it lightly. Pound for pound for performance vs output, Brood War is still better. I remember talking to you on IRC about this before and I'm still keeping an eye on it. Keep up the good work!