I’m so tired of playing the AI and doing a zergling run-by because the AI does not wall off. When I ask why it does not wall all I get “can’t be done” “too difficlut” “imposible”. Can anyone tell me exactly why… in laymans terms please?
This is what I got;
Try reposting this in one of the other forums. this is for custom maps, not melee games.
To which I replyed;
Which forum do you suggest I go to?
In this forum you talk about maps and the editor. Isn’t the AI scripting part of the editor?
But let me ask another question. How does the game know where to build the starting base? And how does it know what to build, CC, Hatch or Nexis, or which starting workers? Is that part of general game mechanics or can you script it with the editor?
All maps must have starting positions. So the computer knows where to build the start stuff. It’s a convention or standardition to make the game and maps work. Can you have, let’s say, wall positions or wall points so the computer or AI knows to where to place a building as part of a wall durring game play?
It seems that the mapmakers say “If it’s part of game play that’s not our baily-wik”, and the script writers say “Can’t do it because it is map and matchup dependent”.
If we made it a standard that from now on all maps will have do-hickys at the ramp to show where buildings can be placed, then the AI scripters can say that in this BO or Matchup build a rax, fac, depo here. Of course it would take a lot of homework to upgrade all the maps but it could be done.
Now if you still feel that this is not the right forum, point me in the right direction. I can cut and paste this into all the forums if need be.
I still have no answer. Can anyone try to answer my question?
I'm trying to understand how the AI selects a spot to place a building and come up with a system for building placement that is not map or matchup dependent. I'm not a programer. Forty years ago I had Basic and Pascale, but what you don't use you lose. So if you can post in laymans terms that would be nice. Sorry for the wall of text.
I have no idea how the original AI decides where to place structures, because that happens inside the engine. My EagleAI does not use those internal functions because I have programmed my own routines to determine building placements.
I will accept the challenge of making the AI be able to build a walloff on any map and at any ramp. And maybe I can also make the AI build the typical Protoss wall with a Zealot gatekeeper.
But let me ask another question. How does the game know where to build the starting base? And how does it know what to build, CC, Hatch or Nexis, or which starting workers? Is that part of general game mechanics or can you script it with the editor?
The script simply looks up what race the computer is and places the right building and workers. Same for the worker production. The script knows what race the player is and thus knows what worker type it can make.
I know. I was using the question to lead into building placement in general. If the AI knows how to place a CC, Nexis or Hatchery at an expantion why does it not know how to place buildings to wall off his ramp? Or not to place a building where a expantion should go?
But let me ask another question. Ha Ha. Where is SC2's AI? Is it in a MPQ file? And what does MPQ mean?
I know. I was using the question to lead into building placement in general. If the AI knows how to place a CC, Nexis or Hatchery at an expantion why does it not know how to place buildings to wall off his ramp? Or not to place a building where a expantion should go?
But let me ask another question. Ha Ha. Where is SC2's AI? Is it in a MPQ file? And what does MPQ mean?
Its because the AI doesn't know that the ramp is a ramp. It only sees it as passable terrain. It couldn't care less that a ramp is there.
The AI knows to place certain buildings because each race probably has a set of build orders programmed into the races AI routines. Or weighs certain conditions and variables to decide what to build next (which is also influenced by AI difficulty.)
In order to get a AI to wall itself off you have to get the AI to recognize a ramp first, then determine where it starts in relation to the terrain level that the base is on.
That's where the AI is located at.
Well, there's different parts of the AI. The decision what units/buildings to make, to scout and to move troops around etc is made inside the galaxy AI files. Things like where to place buildings is an internal function, I believe.
MPQ is a file format like .rar or .zip files. It's used to compress and store stuff so the game can read them easier (also helps organization). MPQ (spoken MoPaQ) stands for Mike O'brian Pack. That guy was the inventor.
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I posted this on blizzard’s Custom Maps forum;
I’m so tired of playing the AI and doing a zergling run-by because the AI does not wall off. When I ask why it does not wall all I get “can’t be done” “too difficlut” “imposible”. Can anyone tell me exactly why… in laymans terms please?
This is what I got;
Try reposting this in one of the other forums. this is for custom maps, not melee games.
To which I replyed;
Which forum do you suggest I go to? In this forum you talk about maps and the editor. Isn’t the AI scripting part of the editor?
But let me ask another question. How does the game know where to build the starting base? And how does it know what to build, CC, Hatch or Nexis, or which starting workers? Is that part of general game mechanics or can you script it with the editor?
All maps must have starting positions. So the computer knows where to build the start stuff. It’s a convention or standardition to make the game and maps work. Can you have, let’s say, wall positions or wall points so the computer or AI knows to where to place a building as part of a wall durring game play?
It seems that the mapmakers say “If it’s part of game play that’s not our baily-wik”, and the script writers say “Can’t do it because it is map and matchup dependent”.
If we made it a standard that from now on all maps will have do-hickys at the ramp to show where buildings can be placed, then the AI scripters can say that in this BO or Matchup build a rax, fac, depo here. Of course it would take a lot of homework to upgrade all the maps but it could be done.
Now if you still feel that this is not the right forum, point me in the right direction. I can cut and paste this into all the forums if need be.
I still have no answer. Can anyone try to answer my question?
I'm trying to understand how the AI selects a spot to place a building and come up with a system for building placement that is not map or matchup dependent. I'm not a programer. Forty years ago I had Basic and Pascale, but what you don't use you lose. So if you can post in laymans terms that would be nice. Sorry for the wall of text.
I have no idea how the original AI decides where to place structures, because that happens inside the engine. My EagleAI does not use those internal functions because I have programmed my own routines to determine building placements.
I will accept the challenge of making the AI be able to build a walloff on any map and at any ramp. And maybe I can also make the AI build the typical Protoss wall with a Zealot gatekeeper.
The script simply looks up what race the computer is and places the right building and workers. Same for the worker production. The script knows what race the player is and thus knows what worker type it can make.
I know. I was using the question to lead into building placement in general. If the AI knows how to place a CC, Nexis or Hatchery at an expantion why does it not know how to place buildings to wall off his ramp? Or not to place a building where a expantion should go?
But let me ask another question. Ha Ha. Where is SC2's AI? Is it in a MPQ file? And what does MPQ mean?
Its because the AI doesn't know that the ramp is a ramp. It only sees it as passable terrain. It couldn't care less that a ramp is there. The AI knows to place certain buildings because each race probably has a set of build orders programmed into the races AI routines. Or weighs certain conditions and variables to decide what to build next (which is also influenced by AI difficulty.)
In order to get a AI to wall itself off you have to get the AI to recognize a ramp first, then determine where it starts in relation to the terrain level that the base is on.
http://forums.sc2mapster.com/development/galaxy-scripting-and-trigger-lib/21186-blizzard-ai/#p2
That's where the AI is located at.
Well, there's different parts of the AI. The decision what units/buildings to make, to scout and to move troops around etc is made inside the galaxy AI files. Things like where to place buildings is an internal function, I believe.
MPQ is a file format like .rar or .zip files. It's used to compress and store stuff so the game can read them easier (also helps organization). MPQ (spoken MoPaQ) stands for Mike O'brian Pack. That guy was the inventor.