I dont believe it lol! After hours and hours and hours of building an 'AI construction system' I figured out how to make it build stuff normally with a single function!.
Use the AI - Advanced function to clear the stock list and build queue for an AI player. Then make a build order of set-stock commands, and finally at the end stick an Enable Restocking function.
The AI will NOT use workers that are harvesting via the 'Order workers to harvest nearby resources' function, which was probably how I overlooked this in the first place. Hopefully this will help some people out so that they don't make the same mistake!
Edit: Upon further inspection, you will also need the three following functions to run for the AI player:
AI Advanced - Start AI for player (player) in Campaign mode with 200 Actions Per Minute
AI - Initialize campaign towns for player (player)
AI - Initialize campaign harvesting for player (player)
Considering the beta extension, and how long it takes to make a well-defined AI, I'd like to request/suggest an extension on the deadline. :)
I'm working on BEHEMOTH - An insane protoss computer that will (hopefully) wipe the floor with any level of zerg player using perfect micro/macro/counters. I've spent a full day on it and have only really been able to finish the initial build order (first 20 supply), so it's proven to be a fairly time consuming process, one I'm not sure I can finish before the current deadline. Though, it's pretty impervious to any rush. ;) The goal is to make it insanely hard to beat without using any sort of cheats. Normal resource collection rate, no additional units, can't see the entire map, etc.
Considering the beta extension, and how long it takes to make a
well-defined AI, I'd like to request/suggest an extension on the
deadline. :)
I'm working on BEHEMOTH - An insane protoss computer that will
(hopefully) wipe the floor with any level of zerg player using perfect
micro/macro/counters. I've spent a full day on it and have only really
been able to finish the initial build order (first 20 supply), so it's
proven to be a fairly time consuming process, one I'm not sure I can
finish before the current deadline. Though, it's pretty impervious to
any rush. ;) The goal is to make it insanely hard to beat without using
any sort of cheats. Normal resource collection rate, no additional
units, can't see the entire map, etc.
i wanted to do this contest but i am so bad at this game (melee) when i was actively playing i was copper 62. and i am pretty sure i was dead last because there was a few times i lost and my rank did not move. it was sad and i stopped playing melee lol
i wanted to do this contest but i am so bad at this game (melee) when i was actively playing i was copper 62. and i am pretty sure i was dead last because there was a few times i lost and my rank did not move. it was sad and i stopped playing melee lol
Ahahahaha, no worries, :P. You don't need to be good, you just need to think!
Quote from Callex:
I dont believe it lol! After hours and hours and hours of building an 'AI construction system' I figured out how to make it build stuff normally with a single function!.
Use the AI - Advanced function to clear the stock list and build queue for an AI player. Then make a build order of set-stock commands, and finally at the end stick an Enable Restocking function.
The AI will NOT use workers that are harvesting via the 'Order workers to harvest nearby resources' function, which was probably how I overlooked this in the first place. Hopefully this will help some people out so that they don't make the same mistake!
Edit: Upon further inspection, you will also need the three following functions to run for the AI player:
AI Advanced - Start AI for player (player) in Campaign mode with 200 Actions Per Minute
AI - Initialize campaign towns for player (player)
AI - Initialize campaign harvesting for player (player)
Well holy cow look at that it works! AHAH Great find may just be able to do this with whats already built in after all thank god should save a lot of time, its good news for non-melee type maps as well great find!
Getting pretty close to finishing mine now. The biggest remaining hurdle is scouting though. The damned thing refuses to scout in any way shape or form. I've tried using both the scouting natives and the GUI functions to no avail. I could always throw something together myself, but I don't want to end up wasting hours like I did with the build orders ^^
Is this another one of those "you do the work so we can take the credit" things? If someone wants to make a better ai for the engine once beta goes down, then let them out of their own interest.
A little harsh don't you think? It's just a competition, and we're entering voluntarily. I would have probably had a go at making an AI somewhere down the line anyway. If I can get rewarded for it, then all the better!
I think it would be cool to have a secondary contest where the AI's play each other to see which is the best, sort of like how some people make chess programs to play in competitions against other chess programs.
Also i think you could make this into an event and broadcast the replays of these battles on the blog.
Is this another one of those "you do the work so we can take the credit"
things? If someone wants to make a better ai for the engine once beta
goes down, then let them out of their own interest.
... It's... a... contest...? You don't have to participate if you don't want to.
I think it would be cool to have a secondary contest where the AI's play
each other to see which is the best, sort of like how some people make
chess programs to play in competitions against other chess programs.
Also i think you could make this into an event and broadcast the replays
of these battles on the blog.
Actually, depending on how this contest turns out, vjeux and I were talking about it, :).
Quote from Callex:
Getting pretty close to finishing mine now. The biggest remaining hurdle is scouting though. The damned thing refuses to scout in any way shape or form. I've tried using both the scouting natives and the GUI functions to no avail. I could always throw something together myself, but I don't want to end up wasting hours like I did with the build orders ^^
Has anyone managed to get an AI to scout yet?
I had the same problem not sure how to get the AI to scout properly at all so I just threw together my own rudmientry scout system. Its a litt;e cumbersome and not very fleshed out yet but for genreal reasons it works. I have two main varibles, Scout Unit and Next Scout Point, now I have two arrays for each bases with points to scout, then I simply have the AI pick a SCV in the early game and send it out to scout thoese points, when the first marine gets built by the AI I switch it to be the scou unit and it goes upto the xel'naga tower. When it gets there the AI pick another marine back at base to be the new scout of the enemy base. Its very simple really and not horribly fleshed out but it works and as far as I can see has a tone of potentional!
If you would like the code I can share it, I'm honeslty only doing this skirmsh AI not for the conetest but for fun nad because It be helpfull to know how to mess with the AI. The only poblem i've been having lately is getting waves to work properly. Then again I just found my towns id, and my priorties id were so very wrong so hopefully that will fix it. ANywayz hope that helps.
Quote from TheSecretArts:
Why not just have the AI know everything without scouting?
If I was making an AI, I'd just have the AI be omnipotent.
Thats always an option it really depends on what type of AI your going for, semi-realistic/non-cheating, or non-realistic/cheating. Both represent there challanges as an AI opponen and obviously easy build can be easier or diffrent. But by meaking a semi-realistic/non-cheating AI who does have to scout, and when they do can 'see' what the players are upto and change there builds accordingly gives the impression of fighting more of a bot then a standard rts AI i think. But again its upto whos deigning it. I think in some cases a non-realistic/cheating AI makes sense, like custom games or campaigns and he like.
Mimic actively records your build order and army composition as you play, which can then be saved into Mimic's memory for later use. Mimic will then try to emulate your playstyle in subsequent games!
Features:
Mimic can play as Protoss, Zerg and Terran
Mimic actively scouts, and cannot attack what it can't see
Up to 12 players can be controlled by Mimic simultaneously
The AI can be easily transferred into other melee maps
Mimic can store up to 30 build orders simultaneously
Instructions:
Playing - By default, Mimic starts with no build or attack orders. If this is your first game against Mimic; build and expand as much as your please. Attack the existing enemy base, and type -save before defeating the opponent. Once the profile is saved, restart the game and Mimic will now know how to build and attack with your race! Alternatively, you can download the MimicAIData.sc2bank file and place it into the Starcraft II Beta\Banks folder. This contains 9 basic profiles to get you started.
Editing - You can change several basic settings within the AI Initialization trigger: 'Gather Rate' determines the mineral yield of the AI. Setting this to 2 will make the AI gather minerals twice as fast, and you can use this to alter the difficulty. Similarly, 'AI Omnipotence' can be toggled on to remove the scouting mechanic; this effectively allows the AI to see the entire map. If you want to change the players controlled by the AI, simply add them to the 'AI Players' player group.
Copying - Mimic can be copied into any melee map. Simply copy and paste the 'Mimic' folder, and delete the 'Start Melee AI for all Players' function within the Melee Initialization trigger of the destination map.
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yea i have no idea how to do it. i will get my hands on it too. i know there are AI triggers but i never touched them before. lets do it!
I dont believe it lol! After hours and hours and hours of building an 'AI construction system' I figured out how to make it build stuff normally with a single function!.
Use the AI - Advanced function to clear the stock list and build queue for an AI player. Then make a build order of set-stock commands, and finally at the end stick an Enable Restocking function.
The AI will NOT use workers that are harvesting via the 'Order workers to harvest nearby resources' function, which was probably how I overlooked this in the first place. Hopefully this will help some people out so that they don't make the same mistake!
Edit: Upon further inspection, you will also need the three following functions to run for the AI player:
AI Advanced - Start AI for player (player) in Campaign mode with 200 Actions Per Minute
AI - Initialize campaign towns for player (player)
AI - Initialize campaign harvesting for player (player)
Thanks for the tip, Callex, I added it to the OP, :).
Considering the beta extension, and how long it takes to make a well-defined AI, I'd like to request/suggest an extension on the deadline. :)
I'm working on BEHEMOTH - An insane protoss computer that will (hopefully) wipe the floor with any level of zerg player using perfect micro/macro/counters. I've spent a full day on it and have only really been able to finish the initial build order (first 20 supply), so it's proven to be a fairly time consuming process, one I'm not sure I can finish before the current deadline. Though, it's pretty impervious to any rush. ;) The goal is to make it insanely hard to beat without using any sort of cheats. Normal resource collection rate, no additional units, can't see the entire map, etc.
Yes, going to extend this to the 7th and add some more resources for you guys in the near future.
Sounds interesting, :).
@Sixen: Go
I may try this contest if I have time after the modeling contest. AHHHH SO MANY CONTESTS! :)
NeoDeathXp came to me asking if it was OK to do a modeling contest, I didn't think most people who did Maps also Modeled, so I thought it'd be OK, :P.
@Sixen: Go
i wanted to do this contest but i am so bad at this game (melee) when i was actively playing i was copper 62. and i am pretty sure i was dead last because there was a few times i lost and my rank did not move. it was sad and i stopped playing melee lol
Ahahahaha, no worries, :P. You don't need to be good, you just need to think!
Th3LaughingMan just released his TLM AI Framework if you don't know how to start it can help you out :)
Getting pretty close to finishing mine now. The biggest remaining hurdle is scouting though. The damned thing refuses to scout in any way shape or form. I've tried using both the scouting natives and the GUI functions to no avail. I could always throw something together myself, but I don't want to end up wasting hours like I did with the build orders ^^
Has anyone managed to get an AI to scout yet?
@Sixen: Go
Is this another one of those "you do the work so we can take the credit" things? If someone wants to make a better ai for the engine once beta goes down, then let them out of their own interest.
@TartarusMkII: Go
A little harsh don't you think? It's just a competition, and we're entering voluntarily. I would have probably had a go at making an AI somewhere down the line anyway. If I can get rewarded for it, then all the better!
I think it would be cool to have a secondary contest where the AI's play each other to see which is the best, sort of like how some people make chess programs to play in competitions against other chess programs.
Also i think you could make this into an event and broadcast the replays of these battles on the blog.
... It's... a... contest...? You don't have to participate if you don't want to.
Actually, depending on how this contest turns out, vjeux and I were talking about it, :).
Why not just have the AI know everything without scouting?
If I was making an AI, I'd just have the AI be omnipotent.
Well, after much sweat and elbow-grease, my AI is ready! (I think)
From the map's page: