Behemoth AI
Behemoth AI will be a non-cheating computer AI with diamond-level micro and macro. In the future. Right now it's in a very eary stage of development.
Features:
- Expands like a mad man
- Micros sentries and phoenixes like a mad man
- Builds counters like a mad man
- It's on a custom 1v1 melee map designed by me
- Designed (almost) entirely in AI files as a sixth level of difficulty rather than in triggers
It's not as complete as I wanted it to be, but this is what I've got. Known caveats:
- Cheats: It can see the whole map. This is because I'm not done with scouting techniques yet.
- A couple AI functions are still in triggers and haven't been ported to the AI files yet.
- It's not nearly as good as it will be.
- Phoenix micro basically ignores all units except mutas (For kiting. Its attack AI is normal non-micro for all non-muta air units). This will be expanded upon in the future.
- Sentry AI is unoptimized (and unfinished). Large battles with many sentries may result in heavy lag.
- Only PvZ (Zerg player, Protoss computer) is currently supported!
I named it 'fledgling' to reiterate the fact that it's nowhere near completion or even a state I'd consider ready for an alpha release. I think it will probably be able to beat most bronze/silver players regardless. I haven't done extensive testing with mutas or anything past T2 so feel free to try, but I can't promise it will counter very well. :)
Phoenix micro video:
Sentry micro video:
you can easily win by just using mutas to harass his base whenever he attacks. Then the AI retreats. And if you keep killing his expansions eventualy he wont have any income, then its easy :D
if he kick your ass ... just play until u can win! losing is the way to become good
How do you make it a little easier? Kicks my butt pretty fast. Are there any tweaks to make the AI back off a bit?
One some occasions, when the mineral field is mined out, it will send all of its harvesters on a single vespen geyser.
Very Smart AI! My only major disappointment.. The AI is extremely dumb expander. Toss is my main race, And I've only played 2-3 zerg games, All that needed to be done was contain the toss AI inside its base, And stop any expands from going down.
As a zerg once you can spew creep from those overlords you just place 1 at each expans and the AI doesn't know what to do. So it just Macros its army inside base and lets you take full map control.
TLDR, AI needs to use its Army better to secure and keep expansions along with map control
hey great stuff you have going on here. I've been in beta since patch 5 but before then I have used an offline version of SC2 to play. So I've been through quite a few AI scripts ranging from SC2Launcher and GreenTea. Some were too easy, while some AI would "cheat" and become unrealistic. Your goal to reach a diamond level AI is fantastical. Exactly what we need. I think your AI is one of the most realistic and challenging ones yet.
I am was Diamond rank 1 before reset and I've always been in the top league with rank 5+. And to be honest some of the mechanics in this AI were superior to some opponents that I've faced. The AI is definitely Diamond-Platinum level. Great job.
Pros: -No phoenixes or carrier bullshiet -Great unit composition except too many sentries -It seems to know if I went hard roach or hard hydra with the amount of immortals it builds -Enemy force is quite large throughout the game. -Dia-Platinum level AI -Every probe and their mother does not give chase when I scout with drone. -Dia-Platinum level AI (the only thing that really matters) -Good AI micro. I attempt to snipe down collossus, but it moves toward the rear and fires back when I am out of range. Impressive.
Issues: -Too many sentries -AI expands but sometimes they build assimilators and no nexus. Generally, they suck at expanding. -The AI does not commit to a fight even when it has the clear advantage. -As the game progresses, the AI masses units in base and does not come out. They could use that army to secure expos but they just sit there and lets me have full map control. -It is too easy to split up the AI army because one half will give chase while the other goes off in another direction (I imagine this is impossible to fix). -Sentry force field is decently microed, but does not truly replicate how humans use force field.
Keep it up sir!
Arkitech: Right now it only responds properly to Zerg players.
ForbiddenDonut99: I must have messed something up with the sentries, there should only be 1 per 6 of the other army units. I had observers implemented but removed them in favor of a heavier macro army. Both of these should be easy fixes and I'll be fixing them very soon.
Thanks for the feedback!
Hey rrowland, great job. I played a game or two with it, and I just wanted to note a few things: -It needs to be a bit more ballsy on the offense. It retreated when all I really had was a spine crawler, which was near death. -It's making wayyyy too many sentries. Early game, the compositions were like 8 zealots, 2 or 4 stalkers, then like 12 sentries. lol -It didn't make any observers to counter burrowed roaches for some reason.
Anyways, just a few things. Otherwise, great job! One of the first AIs I've played that actually felt "human"ish.
Are you planning to make an AI for zerg and terran as well? Or just protoss?
Awesome project, I like the AI so far. Now, I know if this is alpha, but is there a way to change your own race or is it random?