Hello guys i took this as my final year project but I've struggled to get any useful information about sc2 AI (there's a lot of stuff about sc1 AI's but not about sc2 ) until i found this awesome site!So my plan is to create an AI for a basic melee game that would be significantly better at everything compared to the current blizzard AI .I really don't know where to start from though , would u suggest using the map editor or just code it in galaxy(i'm pretty bad at programming in general and it looks like ill have to learn how galaxy works whether i want it or not )
You don't have to learn Galaxy. You can do anything you want in the trigger GUI.
What I would do is play a lot of games against the AI and study its weaknesses, and then go over each one and try to eliminate it as much as possible. Does the AI even react with macro-based actions or does it only act? For example, will it build more Anti-Air if it sees you massing air units?
Some time ago I saw a really cool AI that did some crazy APM tricks, like getting its units back into the Medivac whenever they are being fired upon.
the automaton AI is amazing but id much rather have its file to check out how its been made because i dont get much information from that youtube video:) another question i could ask is , is there a HOTS version of nay of the bots made (yabot behemoth etc ) or any CURRENTLY made ai for a standart melee game that i could check out just to see how its made and how things work because im stuck on the very begining of my AI .Im trying to simply make it follow a build order using the AISETSTOCK functions but whatever i set it just goes for the same build and im absoliutely clueless as to whats going on id really love if i could take a look at custom made standart melee map AI thats already been done by some1 (and its not for WOL )
@Gradius12: Go Back in WoL beta custom AI script files were used with custom game launchers. I'm not sure its still possible for offline play, but importing those files to a map causes errors. I've tried several times to override standard melee AI to no success. Most often the AI won't owrk at all or simply follow the original file.
@Gradius12: Go Back in WoL beta custom AI script files were used with custom game launchers. I'm not sure its still possible for offline play, but importing those files to a map causes errors. I've tried several times to override standard melee AI to no success. Most often the AI won't owrk at all or simply follow the original file.
yep what i've noticed is that the game does some 'mini update' every time i change the default AI files so i assume it somehow detects that they have been changed and just downloads them again before it launches
But if you are still following this I am going to try and reate an AI capable of harassing an oponent. This library could be incoporated into a larger AI project to create a fully fledged AI.
Hello guys i took this as my final year project but I've struggled to get any useful information about sc2 AI (there's a lot of stuff about sc1 AI's but not about sc2 ) until i found this awesome site!So my plan is to create an AI for a basic melee game that would be significantly better at everything compared to the current blizzard AI .I really don't know where to start from though , would u suggest using the map editor or just code it in galaxy(i'm pretty bad at programming in general and it looks like ill have to learn how galaxy works whether i want it or not )
You don't have to learn Galaxy. You can do anything you want in the trigger GUI.
What I would do is play a lot of games against the AI and study its weaknesses, and then go over each one and try to eliminate it as much as possible. Does the AI even react with macro-based actions or does it only act? For example, will it build more Anti-Air if it sees you massing air units?
Some time ago I saw a really cool AI that did some crazy APM tricks, like getting its units back into the Medivac whenever they are being fired upon.
Automaton 2000:
How was this made? Do you have to replace ai scripts somewhere? Or is it just a regular map?
@CireusTO: Go
Ok cool but what about when it becomes self aware and destroys the world?
@GhostNova91: Go
Nobel Prize, I guess.
the automaton AI is amazing but id much rather have its file to check out how its been made because i dont get much information from that youtube video:) another question i could ask is , is there a HOTS version of nay of the bots made (yabot behemoth etc ) or any CURRENTLY made ai for a standart melee game that i could check out just to see how its made and how things work because im stuck on the very begining of my AI .Im trying to simply make it follow a build order using the AISETSTOCK functions but whatever i set it just goes for the same build and im absoliutely clueless as to whats going on id really love if i could take a look at custom made standart melee map AI thats already been done by some1 (and its not for WOL )
@Gradius12: Go Back in WoL beta custom AI script files were used with custom game launchers. I'm not sure its still possible for offline play, but importing those files to a map causes errors. I've tried several times to override standard melee AI to no success. Most often the AI won't owrk at all or simply follow the original file.
yep what i've noticed is that the game does some 'mini update' every time i change the default AI files so i assume it somehow detects that they have been changed and just downloads them again before it launches
Sorry to necro-ing this thread a bit.
But if you are still following this I am going to try and reate an AI capable of harassing an oponent. This library could be incoporated into a larger AI project to create a fully fledged AI.
http://www.sc2mapster.com/forums/development/aidev/64321-creating-an-ai-harassment-script/
If you are capable of contributing or have any ideas I would apreciate any help you could give.
Thanks, Turtles.