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Staredit Network -> Portal News -> Broodwar; Elite AI Project v3.0
Report, edit, etc...Posted by Deathknight on 2004-12-25 at 18:25:24
BW AI Project Version 3.0 released

We have heard about the AI scripts in Staredit, but you are wondering; is there a better AI script? Well now there is.
This AI script is a mod, meaning it will not work with other players unless they have it. If you want to think of it this way, think of it as being the insane computer AIx20.

Even melee experts have trouble fighting with this custom AI script.
The new AI script was released not too long ago, and is the most powerful AI script. It is not given a free start ammount of minerals like the old insane AI, instead it will get as much money as an average pro gamer.
The script, Entropy explains, has over 5000 lines of code.

Racine_, who is the brain behind the project, is not only a programmer, but a good gamer himself, classified 4th in the Montreal WCG qualifiers. This benefits the AI, as it will "think" like a good gamer.

The AI can endure almost all situations.
Unless you use the peon attack to have the computer stop mining. :/

Also, here is a quote from their website;
QUOTE(Entropyzero.org)
We hope you enjoy our efforts. This project is dedicated to all those out there that do not have a decent connection to play starcraft online and who wish for a better challenge. It is also dedicated to Bob Fitch, form Blizzard, the creator of the original Broodwar AI. Of course, as always, download at you own risk.
QUOTE(Entropyzero.org)
This version is of course stronger than the previous one (again). It has many scripts for every race and even specific 'island' build orders and strategies. It can be played in any map in Melee mode. You can also play it with your friends online in 2v2c 2v3c etc. To be able to play it you and you friends will need to upgrade your AI. To launch the AI use the AI Launcher and simply click and start playing. To return to your normal Broodwar simply click uninstall  and restart from the place you usually start your Broodwar (i.e. your usual icon.)

We have also provided alternative forms of installation if you do encounter a problem.

We have made two versions. One that uses the Give Money command to try and compensate for the computers rahter weak micro. We hope you enjoy it. It should give you a decent challenge no matter your skill level. It is a computer so do not abuse its weaknesses if you want a good game.

For those who are against letting the computer cheat we have also provided the improved AI with no give money comand. It is till date the unbeaten champion of all BW AI's out there including the original AI that came with the discs.


Download it here!
Report, edit, etc...Posted by KaboomHahahein on 2004-12-25 at 18:36:53
Attacking with the peon unit to have the computer units chase you is always a fun way to slow the computer down alot.

Where did you find this mod?
Report, edit, etc...Posted by Deathknight on 2004-12-25 at 18:39:26
QUOTE
entropyzero: no mention of the Broodwar AI Project
entropyzero: go go go
entropyzero: post it
Deathknight: I can't post news
entropyzero: its HOT Tamales now
entropyzero: why not?
Deathknight: but I will make one to be moved
Report, edit, etc...Posted by MillenniumArmy on 2004-12-25 at 19:07:06
Tight. Can it fight just as effectively on $$ maps?
Report, edit, etc...Posted by Tazzy on 2004-12-25 at 19:15:24
Sounds intresting. Ill give this a try. I need more of a big challange when fighting a computer.

Money maps sucks.
Report, edit, etc...Posted by x BakaPeter x on 2004-12-25 at 19:44:31
its pretty cool. i didnt give it my best tho but its pretty good. i hate it how the comps get unlimited money. thats the only thing that kept the comp alive. gj tho.
heres a game i just played. you have to watch it in single player or it wont work(i played in single player) you'll notice i put black sheep wall, i was intending to just watch it build but decided it took to long so i took off black sheep wall.

ADDITION:
QUOTE(Tazzy @ Dec 25 2004, 07:15 PM)
Sounds intresting. Ill give this a try. I need more of a big challange when fighting a computer.

Money maps sucks.
[right][snapback]115287[/snapback][/right]

i dont think any comp ai can be good at money maps. it has a specific build order, how many units to produce and stuff.
replay doesnt work. gay...
Report, edit, etc...Posted by SoftWarewolf on 2004-12-26 at 09:34:34
i could only find the 1.07 version.. and it was all on the bottom of the page overlapping a translator thing
Report, edit, etc...Posted by Deathknight on 2004-12-26 at 11:38:55
Yet, if you knew how to read, you would find it in the yellow box.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-12-26 at 11:42:42
I can't even beat the regular computer AI. Those bastards are so tough. Tougher than CheeZe or Beer.
Report, edit, etc...Posted by x BakaPeter x on 2004-12-26 at 12:31:41
QUOTE(SaLaCiouS(U) @ Dec 26 2004, 11:42 AM)
I can't even beat the regular computer AI. Those bastards are so tough. Tougher than CheeZe or Beer.
[right][snapback]115442[/snapback][/right]

that is sad... you mean the regular computer ai and not the improved ai or the insane ai right? cheeze and beer arent tough...
damn i just found out the replay doesnt work. oh well.
i just played another one. this one works. i tried it in multiplayer and it worked so yeah.
Report, edit, etc...Posted by SoftWarewolf on 2004-12-26 at 13:31:28
ah.. the square, tricky tongue.gif
heres a direct Download link
Report, edit, etc...Posted by Coop on 2004-12-28 at 12:52:40
Err.. can't beat regular comps? wtf.. just quit now
Report, edit, etc...Posted by brutetal on 2004-12-28 at 17:04:40
lmfao u cant beat reg comps? damn.... anyways cool AI!!! I just dont like the ai that gives it money.
Report, edit, etc...Posted by Deathknight on 2004-12-28 at 18:29:50
Most of Starcraft's normal AI's get money. But in the case that the modded insane AI gets money, is different, not getting money at the beginning or at random times.
Report, edit, etc...Posted by E)s-Fury on 2004-12-28 at 22:11:25
[attachmentid=3589] Not too shabby. Although still a push over, a huge improvement over the original StarCraft AI's. Personally I was expecting a more imaginative form of attack, but thats okay. As for the money, you do whatever you need to do to make computers harder while letting them use the same units you do.

Good Things About the A.I:
- Builds fast
- Manages defense well + expands
- Makes a lot of Units
- Upgrades like crazy
- Faster actions then anything
- Good built in counters

Bad Things About the A.I:
- Slow to attack
- Doesnt utilize all other expansions if primary one is blocked
- Doesn't do censored.gif all with the units it has
- Doesn't realize other areas aren't heavily guarded, goes for the blockades
- Carriers!?

I have attached a replay of me facing the computer ZvP. I found it actually quite easy, but it did last longer then I expected. Unfortunately I think it got so caught up in dispelling my attack forces that it forgot about the rest of the map. The high points of the A.I are the beautifully executed psi storms that destroy my early mutalisk attacks. Also notice the cliff work with shuttles sometime in between 12-25 minutes.

I played another game TvP where I also one, I tried not attacking and letting them come to me. I wasn't impressed. Not only do they not realize that if they go around they can avoid some serious siege tank fire, they went carriers! Ew! They caught me with nothing but missile turrets and siege tanks for defense when they had 5+ carriers and I still owned them.

Now I have no clue how to do this A.I work so I know its not easy, but here's suggestions for next time:
- Make it so they don't focus on carriers / battlecruisers
- See if you can make it so they will rush if a player is 3 hatching or teching
- Here's a fun idea for Terran if you haven't already done it, make a small chance that they go crazy nuke, with a computer, that would be scary, blink.gif
Report, edit, etc...Posted by brutetal on 2004-12-28 at 23:07:12
Damn... I so support the crazy nuke!
Heres my suggestions:
-Have comps do more strategys, like make diversions and more stragic attacks.
-And of corse dont make them concentrate on carriers n bcs
-Have less contcentrate on just lings, have more variaty of units attack

Thats all I got...., for know I'll try to think of more!
Report, edit, etc...Posted by Deathknight on 2004-12-29 at 13:16:42
There is one thing about the AI scripts, you can't exactly tell it to attack at certain positions. There is only few attack commands, like send all units on strategic suicide missions, do_attack or something like that, then random suicide missions. You can choose which units will attack or not. I think the units that do nothing are because the strategic suicide mission was used, and removes the unit from its defence party.

What an enemy has CAN however be detected, to make the AI act differently in certain situations.

Here is a list from the AI Editor's help file for the attack/defence commands:
QUOTE
attack_add (byte) (military)
Add %1(byte) %2(military) to the current attacking party.

attack_clear
Clear the attack data.

attack_do
Attack the enemy with the current attacking party.

attack_prepare
Prepare the attack.

build (byte) (building) (byte)
Build %2(building) until it commands %1(byte) of them, at priority %3(byte).

defensebuild_aa (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking air units, when air units are attacked.

defensebuild_ag (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking air units, when ground units are attacked.

defensebuild_ga (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking ground units, when air units are attacked.

defensebuild_gg (byte) (military)
Build %1(byte) %2(military) to defend against enemy attacking ground units, when ground units are attacked.

defenseclear_aa
Clear defense against enemy attacking air units, when air units are attacked.

defenseclear_ag
Clear defense against enemy attacking air units, when ground units are attacked.

defenseclear_ga
Clear defense against enemy attacking ground units, when air units are attacked.

defenseclear_gg
Clear defense against enemy attacking ground units, when ground units are attacked.

defenseuse_aa (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking air units, when air units are attacked.

defenseuse_ag (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking air units, when ground units are attacked.

defenseuse_ga (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking ground units, when air units are attacked.

defenseuse_gg (byte) (military)
Use %1(byte) %2(military) to defend against enemy attacking ground units, when ground units are attacked.

guard_resources (military)
Send units of type %1(military) to guard as many resources spots as possible(1 per spot).

train (byte) (military)
Train %2(military) until it commands %1(byte) of them.

upgrade (byte) (upgrade) (byte)
Research upgrade %2(upgrade) up to level %1(byte), at priority %3(byte).

wait (word)
Wait for %1(word) tenths of second in normal game speed.

wait_finishattack
Wait until attacking party has finished to attack.

wait_build (byte) (building)
Wait until computer commands %1(byte) %2(building).

wait_buildstart (byte) (unit)
Wait until construction of %1(byte) %2(unit) has started.

wait_train (byte) (building)
Wait until computer commands %1(byte) %2(military).


And this is from the misc commands.
QUOTE
create_nuke
Create a nuke. Should only be used in campaign scripts.

create_unit (unit) (word) (word)
Create %1(unit) at map position (x,y) where x = %2(word) and y = %3(word). Should only be used in campaign scripts.

debug (string) (block)
Show debug string %2(string) and continue in %1(block). (UNSUPPORTED)

define_max (byte) (unit)
Define maximum number of %2(unit) to %1(byte).

give_money
Give 2000 ore and gas if owned resources are low. Should only be used in campaign scripts.

nuke_pos (word) (word)
Launch a nuke at map position (x,y) where x = %1(word) and y = %2(word). Should only be used in campaign scripts.

send_suicide (byte)
Send all units to suicide mission. %1(byte) determines which type: 0 = Strategic suicide; 1 = Random suicide.

set_randomseed (word) (word)
Set random seed to %1(word) %2(word) (The two words are transformed in a 32-bit integer).


Note it is not all of them.
Report, edit, etc...Posted by x BakaPeter x on 2004-12-30 at 13:33:47
hmmm im beginning to think that all a replay of you playing an insane comp doesnt work...
i was playing the computer me protoss and the computer zerg and theres a flaw... i went a lot of corsairs and killed all the ovies then i sent my army to attack and the comp didnt do anything. it didnt build any ovies. i think there was a command to build but it couldnt cuz it needed more ovies or something.
Report, edit, etc...Posted by -BW-Map_God on 2004-12-30 at 15:16:15
Too bad everyone has to have it for it to work on b.net. I'd like to get some newbs to play it, tell'em I don't think they can beat a comp and then watch in observer mode as they lose to this one cool1.gif biggrin.gif
Report, edit, etc...Posted by PCFredZ on 2004-12-30 at 20:38:39
QUOTE
This project is dedicated to all those out there that do not have a decent connection to play starcraft online and who wish for a better challenge.


About the "do not have a decent connection to play starcraft online" part... With 33.6 kbps, I can still play it. It'd suck if you really can't play SC online. Wait a minute, why did I stop playing SC online anyway? [awkward pause] Oh yeah, it was my internet. blushing.gif
Report, edit, etc...Posted by StealthyDeath on 2004-12-30 at 23:03:13
I haven't played it, but I've looked at the script and it focuses on building units, attacking, and sending them on suicide runs. It could be better if they added more complicated commands like:

CODE
enemyowns_jump (unit) (block)
If enemy has a %1(unit), jump to %2(block).

enemyresources_jump (word) (word) (block)
If enemy has at least %1(word) minerals and %2(word) gas then jump in %3(block).

resources_jump (word) (word) (block)
If computer has at least %1(word) minerals and %2(word) gas then jump in %3(block).
Report, edit, etc...Posted by chops on 2004-12-31 at 02:33:19
wow, this comp seems pretty tough.
Though I prefer just to build a hudge defense of siege tanks and watch the enemy run straight at them.
The old AI always heads straight for the D and ignors my workers.
Gotta see how this Ai handles

ADDITION:
whats a (block)?
Report, edit, etc...Posted by StealthyDeath on 2004-12-31 at 14:53:52
A block is just a section of the script. A script usually has lots of blocks to go with on the jump.

An example would be:

CODE
enemyresources_jump (word) (word) (block)
If enemy has at least %1(word) minerals and %2(word) gas then jump in %3(block).


:block1
enemyresources_jump 5000 5000 block2
goto block3

:block2
build 3 scv

:block3
build 1 scv

Basically if the enemy of the computer has at least 5000 minerals and gas the computer will build 3 scvs. If the enemy of the computer doesn't meet the requirement it will build 1 scv instead.
Report, edit, etc...Posted by -BW-Map_God on 2005-01-01 at 15:09:45
eeek.... blink.gif this reminds me of why I never got into making AI scripts, hmm maybe there's still time to learn "someday" biggrin.gif .
Report, edit, etc...Posted by Basan on 2005-01-05 at 07:28:52
Hey fellas, I can't dl the thing. Anyone can help me out? Liked the previous versions of Racine's AI Upgrade, so I want to test this one out as well. wink.gif
Can anyone mail it to me? (If my e-mail isn't available, please just ask n' I'll provide it PM style.) If so, tks a bunch! biggrin.gif

Edit reason: Before anyone comes flaming that in here I "have to do the right-button save as" thingy, I tried it too. disgust.gif

Edit #2: It worked fine now, but through the direct link that some guy here provided. And with righ-click as expected...
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