Sorry for taking so long to get another Trigger Exercise going, real life and such stuff you know the deal :)
Trigger Exercise #3
This week we are going to create a simple computer AI. This does not have to be to advanced, and I am not going to give anyone to many specifics. This can AI can be designed for any type of game play, but basically you are creating a trigger based computer player that does small amounts of thinking for itself.
Ideas
- A computer player in a nexus wars style map that will build units to counter those you build
- An AI that will play standard melee and make sure its always spending its resources (micro management)
If you have any ideas of making a simple AI, go ahead and recreate it.
Any questions or needing help, just post, I'm sure there will be a few around to help
Just saw this. Was thinking of creating an AI for smashcraft but Mephs probably wouldn't give a noob like me the files for his map.
EDIT: btw does anyone think having an AI take over for say a competitive team map a good idea? Like say in sotis someone leaves and that basically makes it 4v5 where it's already imba depending on what heroes are chosen. But with an AI taking over it could even the odds maybe. Just my thought.
No he probably wouldn't give the map out for a trigger exercise :P
And yes I think a computer AI in a teamplay heavy game where one player goes afk is significant, it sucks if your team mate just goes afk and there is nothing you can do about it, but fall behind
let the remaining players control the units of the missing player. it is only hard on maps like sotis where the heroes need some attention while playing
casting abilities is easily solved with autocast and some validators, you only need to run to the front, target priority and run back if dmged triggers.
That does not work for every game though bone, because then resources split become a problem cause one person ends up doing it all. an AI is a much more pleasing solution.
I've seen a few posts about custom game AI, while I'm no expert, I thought I'd show others what I used in my map Zone Control Ultra. I didn't put this together just for this exercise, its something my map needed :) Its not super complex, but here's a small list of what it can do in my map:
Makes decisions on who to attack based on an 'army scoring' formula
Has some *limited* micro features such as:
Automatic Stimpacks (but won't stim to death)
Moving wounded units behind the front line so they can still stay in the fight and not die.
Retreating from losing battles.
Decides on its own the best purchases to make (Purchase a new zone, upgrade weapons or armor) to overcome whatever its enemies have done.
And can make a boring 3 person game into a more exciting 8 person full house! That's what really counts anyway, right? :)
Anyway, I just got done commenting out as much as I could think of for the AI section of my map (I have a very bad habit of not commenting at all, so the rest isn't really commented). I know that it can definitely be improved and I'm always trying to tweak it to be better. If anyone has suggestions to make it better or even questions on what I did, feel free to let me know!
as far as I know, there is now way to prevent the resource split if a player leaves. Even if an AI takes over.
My map no longer has minerals and everything is bought with triggers and stored values
I require an AI for a turn based game, which will most likely be trigger-based. It should only run on it's turn. That's the easy part. This AI needs to know how to navigate a hexagonal grid based on different amounts of maximum movement distance. It needs to be aware of the combat values of each unit (which are trigger based) in relation to any unit it wishes to attack. It must be able to adapt which units it trains to counter any other player. Whichever player it wishes to attack could be done through threat analysis. I'm assuming this means different point values for each unit (as some are level 2 or 3). And it must only know of units in it's visit area on the map, along with how to efficiently explore. Yes I know this is a tall order when all I have to offer is your name in the credits, but I hope there are some out there who will help just for the challenge, just to say they helped make the world's first turn based StarCraft.
Ah ok I looked it up and was about to post "not much on the data side I need" lolz. So, do you think there are trigger elements for visiblility? Meaning something like "Pick each Unit in Region (Units in Sight of Player (Triggering Player))"
Im really interested in AI buildings placing script. As original building Function fails at least one for my maps (Knights and Merchants) to successfully expand. Still will add video here tomorrow with AI building and taking some king of decisions, attacks, etc. From All Custom games that i had created? Small overview at some point.
EDIT: Some delays still. Few more days needed.
EDIT: Weeks? Months?!
EDIT: Years?
Sorry for taking so long to get another Trigger Exercise going, real life and such stuff you know the deal :)
Trigger Exercise #3
This week we are going to create a simple computer AI. This does not have to be to advanced, and I am not going to give anyone to many specifics. This can AI can be designed for any type of game play, but basically you are creating a trigger based computer player that does small amounts of thinking for itself.
Ideas
- A computer player in a nexus wars style map that will build units to counter those you build - An AI that will play standard melee and make sure its always spending its resources (micro management)
If you have any ideas of making a simple AI, go ahead and recreate it.
Any questions or needing help, just post, I'm sure there will be a few around to help
Is there anybody working on this at all? post has had some small amounts of views
I would do something if I've not done it already.
There was a pretty solid ai in one of my early version of income wars
Just saw this. Was thinking of creating an AI for smashcraft but Mephs probably wouldn't give a noob like me the files for his map.
EDIT: btw does anyone think having an AI take over for say a competitive team map a good idea? Like say in sotis someone leaves and that basically makes it 4v5 where it's already imba depending on what heroes are chosen. But with an AI taking over it could even the odds maybe. Just my thought.
@Keyeszx: Go
No he probably wouldn't give the map out for a trigger exercise :P
And yes I think a computer AI in a teamplay heavy game where one player goes afk is significant, it sucks if your team mate just goes afk and there is nothing you can do about it, but fall behind
let the remaining players control the units of the missing player. it is only hard on maps like sotis where the heroes need some attention while playing
casting abilities is easily solved with autocast and some validators, you only need to run to the front, target priority and run back if dmged triggers.
@b0ne123: Go
That does not work for every game though bone, because then resources split become a problem cause one person ends up doing it all. an AI is a much more pleasing solution.
Anyone working on anything for this?
I'd really love to get into ai development, anyone working on this? i'd love to see a sample of your work in any case :O
I've seen a few posts about custom game AI, while I'm no expert, I thought I'd show others what I used in my map Zone Control Ultra. I didn't put this together just for this exercise, its something my map needed :) Its not super complex, but here's a small list of what it can do in my map:
Anyway, I just got done commenting out as much as I could think of for the AI section of my map (I have a very bad habit of not commenting at all, so the rest isn't really commented). I know that it can definitely be improved and I'm always trying to tweak it to be better. If anyone has suggestions to make it better or even questions on what I did, feel free to let me know!
Version 1.17 has the comments in the triggers.
@nevjmac: Go
as far as I know, there is now way to prevent the resource split if a player leaves. Even if an AI takes over.
My map no longer has minerals and everything is bought with triggers and stored values
@b0ne123: Go
there is a trigger code to reverse the resource split though :)
I would be interested in someone helping me design an AI for a turn based game. Credit will be given where due. Any takers?
Post a little about what you require, maybe we can get a collective group to help you to get another entry for the WDE
"An AI that will play standard melee and make sure its always spending its resources (micro management)"
That's macro. :)
@FIRETRUCKEU: Go
shhhh :P
I require an AI for a turn based game, which will most likely be trigger-based. It should only run on it's turn. That's the easy part. This AI needs to know how to navigate a hexagonal grid based on different amounts of maximum movement distance. It needs to be aware of the combat values of each unit (which are trigger based) in relation to any unit it wishes to attack. It must be able to adapt which units it trains to counter any other player. Whichever player it wishes to attack could be done through threat analysis. I'm assuming this means different point values for each unit (as some are level 2 or 3). And it must only know of units in it's visit area on the map, along with how to efficiently explore. Yes I know this is a tall order when all I have to offer is your name in the credits, but I hope there are some out there who will help just for the challenge, just to say they helped make the world's first turn based StarCraft.
And what do you mean by WDE?
I meant TE (triggering exercise) the WDE is the data equivalent
Ah ok I looked it up and was about to post "not much on the data side I need" lolz. So, do you think there are trigger elements for visiblility? Meaning something like "Pick each Unit in Region (Units in Sight of Player (Triggering Player))"
Im really interested in AI buildings placing script. As original building Function fails at least one for my maps (Knights and Merchants) to successfully expand. Still will add video here tomorrow with AI building and taking some king of decisions, attacks, etc. From All Custom games that i had created? Small overview at some point.
EDIT: Some delays still. Few more days needed.
EDIT: Weeks? Months?!
EDIT: Years?
What about a Kerrigan who learns how to help you defend the base based on if you slap her or pat her?