This post is essential for learners of AI, in my opinion. Thanks for the shout-out! I've actually been meaning to use more random integers, actually (they show up for Phantom Locust in AS06 too, designating his move path). Might even go back and put in some in the older AS maps. Although I am more forgiving of Blizzard AI than you are, I totally agree that diversifying in the manner you propose is absolutely an improvement.
Bullies is, as you know (because you were the one taught me how to use 'em), something I've just discovered. I was actually looking for something like that for AS02 (when the Zerg moves in after you finish the first rock), and might go back and add it.
By the way, I'd like to mention that using attack waves is often smarter than ordering the computer units to attack specifically. This was something I discovered for AS01 (specifically, when the enemy chase down the Hercules transports, and the ending transport defense), where I thought using a standard "issue order" trigger would be sufficient. However, I soon learned that attack waves worked better, the reason being that the computer acts in a more intellectual manner. For instance, by using AWs to attack a specific unit (like the artifact in All In), you still leave room for the AI to defend itself against defenders of that unit, whilst still making it keep an eye on its true target. AWs also forces faster units to wait for slower ones, and is generally very beneficient for a lot of situations, and shouldn't be considered exclusive for "enemy base attacks player base" situations.
This post is essential for learners of AI, in my opinion. Thanks for the shout-out! I've actually been meaning to use more random integers, actually (they show up for Phantom Locust in AS06 too, designating his move path). Might even go back and put in some in the older AS maps. Although I am more forgiving of Blizzard AI than you are, I totally agree that diversifying in the manner you propose is absolutely an improvement.
Bullies is, as you know (because you were the one taught me how to use 'em), something I've just discovered. I was actually looking for something like that for AS02 (when the Zerg moves in after you finish the first rock), and might go back and add it.
By the way, I'd like to mention that using attack waves is often smarter than ordering the computer units to attack specifically. This was something I discovered for AS01 (specifically, when the enemy chase down the Hercules transports, and the ending transport defense), where I thought using a standard "issue order" trigger would be sufficient. However, I soon learned that attack waves worked better, the reason being that the computer acts in a more intellectual manner. For instance, by using AWs to attack a specific unit (like the artifact in All In), you still leave room for the AI to defend itself against defenders of that unit, whilst still making it keep an eye on its true target. AWs also forces faster units to wait for slower ones, and is generally very beneficient for a lot of situations, and shouldn't be considered exclusive for "enemy base attacks player base" situations.