Thanks Fyndor for sharing the map~
Fyn AI (practice AI on BNet) - Page 13
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n3wb13
Malaysia5 Posts
Thanks Fyndor for sharing the map~ | ||
fyndor
United States159 Posts
On March 23 2011 22:16 n3wb13 wrote: I've update SEA with all the maps also except delta quadrant... which i make slot for 3v3 arakan citadel that i used to play with my friends... Thanks Fyndor for sharing the map~ I doubt many will miss your lack of delta | ||
Robqxz
Germany78 Posts
They basically stayed on one base forever, building so many different tech paths. This is unlike everything I have yet seen from the AI, even though I played a lot of games, so I don't think it was just some special tactic. Would've been a giant coincidence if they both did some funky build that I never happened to see before. This was one of the maps we uploaded a couple hours ago, be sure to check page 12 for further information. All other maps worked well though, only Typhon Peaks in this one match had some weird stuff happening. | ||
Cropduster
United States1 Post
On March 23 2011 23:30 Robqxz wrote: I'm not sure why, but on Typhon Peaks the AI did something weird. They basically stayed on one base forever, building so many different tech paths. This is unlike everything I have yet seen from the AI, even though I played a lot of games, so I don't think it was just some special tactic. Would've been a giant coincidence if they both did some funky build that I never happened to see before. This was one of the maps we uploaded a couple hours ago, be sure to check page 12 for further information. All other maps worked well though, only Typhon Peaks in this one match had some weird stuff happening. I had the exact same thing happen over here on the NA server. I wanted some more 4 player maps with fyn ai so I added Typhon Peaks. The exact same thing happened, they just stayed on one base forever. I just assumed that I had done something wrong in the process of adding the AI. | ||
Eleaven
772 Posts
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fyndor
United States159 Posts
On March 24 2011 12:29 Eleaven wrote: shame it maphacks. ? The current main difference between Fyn AI and Green Tea is actually the fact that Fyn AI does not map hack. What are you talking about? Is there bug you are seeing? | ||
ballasdontcry
Canada595 Posts
I'd love to see a little more variety to the AI, I know the terran AI does cloak banshees sometimes but I'd like to see protoss do DT rushes instead of just 1 base colossus or warpgate expand all the time. Some all-ins (ie marine/scv) would be nice too. And thanks for updating the AI to the new maps! | ||
fyndor
United States159 Posts
On March 25 2011 00:09 ballasdontcry wrote: I noticed a weird thing about the AI... whenever I do a drop on the min line and end up killing a bunch of workers (as in crippling them to <10) then fly away, the AI just doesn't like to re-drone for whatever reason. It'll rebuild a few buildings, pop a few infantry units here and there, but it just won't try to reup the worker count. I'd love to see a little more variety to the AI, I know the terran AI does cloak banshees sometimes but I'd like to see protoss do DT rushes instead of just 1 base colossus or warpgate expand all the time. Some all-ins (ie marine/scv) would be nice too. And thanks for updating the AI to the new maps! The builds it does are picked randomly from a list. Depending on how many times you have played it you may have not seen all its builds. Granted though, I do intend to make significant changes to the builds and I intend to change it from random builds to random builds selected from race/map appropriate lists. | ||
Bizarro252
180 Posts
On March 24 2011 23:48 fyndor wrote: ? The current main difference between Fyn AI and Green Tea is actually the fact that Fyn AI does not map hack. What are you talking about? Is there bug you are seeing? I have noticed that it does, or at least might be, on medium setting anyways (I thought it was not supposed to maphack until hard and very hard settings). Whenever I have an obs in the zerg base the queen will always go to it and stand under it, if I move it, the queen will move to stand under it again, later it will get a overseer and kill it. Also a worker always seems to be coming at me when I scout at the beginning of the game. Anyone else notice these things? EDIT: thanks for your all great work btw! | ||
fyndor
United States159 Posts
On March 25 2011 01:55 Bizarro252 wrote: I have noticed that it does, or at least might be, on medium setting anyways (I thought it was not supposed to maphack until hard and very hard settings). Whenever I have an obs in the zerg base the queen will always go to it and stand under it, if I move it, the queen will move to stand under it again, later it will get a overseer and kill it. Also a worker always seems to be coming at me when I scout at the beginning of the game. Anyone else notice these things? EDIT: thanks for your all great work btw! What you are seeing is a setting that is turned on that tells the AI it is allowed to notice invisible. I figured I would leave it on since players as well can see invisible units if they pay enough attention. A map hack would be letting it see an observer in the "black" areas (forgot what thats called lol) when it clearly doesn't have vision over that area. Try putting an observer out of visible range of the AI yet near its base and see if it decides after it has a way to see invisible units (ie overseer) to go after it. It would be the same kind of thing you would see if someone was using a map hacking program. If someone is map hacking you may see them dart across the map to some location previously invisible area and magically find and snipe your obs. You should not see the AI do this, it just does as players do and it can "see" the light being bent by obs that are in visible range. The worker coming to prevent scouting is also a setting a chose to turn on until I have a custom logic to do so. Without it, it would be very easy to cheese it (not that its hard) since it would let you do whatever until it got military units. It seems to give the AI a bit of extra visible range outside its base (only during early game I believe). I am not a fan of this but for now the alternative would be to let you roam around unchallenged in its base early game which I also do not like. The TLDR is that it doesn't map hack, but it does have slightly increased vision range around its base early game. | ||
Bizarro252
180 Posts
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MrGreyness
Australia35 Posts
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Eleaven
772 Posts
On March 24 2011 23:48 fyndor wrote: ? The current main difference between Fyn AI and Green Tea is actually the fact that Fyn AI does not map hack. What are you talking about? Is there bug you are seeing? No bug, just maphack. I let the AI scout me, and then i drop another base in an opposite main. Before the AI comes to attack me, it will go to the opposite main and kill it, and then come and attack me. If i have the xel naga tower, but the AI has no vision of my units, he will still maintain a specific distance from my units. If i push forward very slightly, he will move back very slightly, without any vision of me. I noticed both of these things the very first time i played vs this AI, and subsequently asked a friend to obs various different tests like expanding cross map, or proxying a factory etc, each time the AI would "scout" the area in question with his entire army... yet no other place on the map. | ||
fyndor
United States159 Posts
On March 27 2011 15:37 Eleaven wrote: No bug, just maphack. I let the AI scout me, and then i drop another base in an opposite main. Before the AI comes to attack me, it will go to the opposite main and kill it, and then come and attack me. If i have the xel naga tower, but the AI has no vision of my units, he will still maintain a specific distance from my units. If i push forward very slightly, he will move back very slightly, without any vision of me. I noticed both of these things the very first time i played vs this AI, and subsequently asked a friend to obs various different tests like expanding cross map, or proxying a factory etc, each time the AI would "scout" the area in question with his entire army... yet no other place on the map. Can you provide a replay please. Are you sure your second base wasn't a part of the extended scouting path? It does scout the entire map through the entire game. Actually it does this more than I like because it focuses I believe too much on scouting for bases it has not found yet rather than keeping tabs on army makeup. Admittedly though I have not played the AI really since the latest patch so for all I know stuff may have changed internally. | ||
Obscura.304
150 Posts
Here's the replay: http://www.mediafire.com/?uc457v8ia3ad6c4 | ||
genghis999
United States3 Posts
Thanks for your great work on this. | ||
Gov
United States121 Posts
As a gold player, it is extremely helpful to work on my mechanics with it... One little glitch i noticed was on xelnaga caverns when i was protoss to the north and the AI was terran I scouted the AI rushing me with a few marauders and i probably would have been killed but for whatever reason it didnt come when it should have, when i checked the replay the AI stopped to destroy the rocks at MY gold base if you want the replay to check it out for yourself ill upload it for you just let me know if you need it | ||
fyndor
United States159 Posts
On April 02 2011 13:41 genghis999 wrote: The Typhon Peaks map uploaded by you to bnet, as well as the one in the .rar on your Google Code site, does not seem to have had the AI imported at all, and thus defaults to the Blizzard one. Thanks for your great work on this. Hmm oops : / Ok I will reapply the AI tonight to that map. | ||
fyndor
United States159 Posts
On April 02 2011 16:06 Gov wrote: Hey fyndor, I love using your AI! As a gold player, it is extremely helpful to work on my mechanics with it... One little glitch i noticed was on xelnaga caverns when i was protoss to the north and the AI was terran I scouted the AI rushing me with a few marauders and i probably would have been killed but for whatever reason it didnt come when it should have, when i checked the replay the AI stopped to destroy the rocks at MY gold base if you want the replay to check it out for yourself ill upload it for you just let me know if you need it No need for replay I have known about this since I published it. I believe it has code that says that if it encounters rocks on its way to go somewhere then stop to break them. I haven't tried to mess with it yet because it just fell under the priorities of other stuff, but on Xel'naga it is pretty silly and can really slow down any initial push, likely way more than...just going around them.... : / | ||
Nasradime
France83 Posts
However, there is one big issue, it's against speedlings (there may be others, but I only play zvx). The AI will always eventually have a continuous stream of units from their base to yours, which is quite nice for reinforcement, but right when you break through the first "ball", you just a-move your speedling to his base and rape (well, gang-bang in this case) every single unit slowly running away, end up in his non-walled mineral line, and basically win the game. I know nothing about coding, but I would advise it to act a bit more carefully, or stack a bit more their units (or at least implement a stim-retreat for T?) I'm ok not to abuse the AI's weaknesses, but with my speedling fast expo build, I can't really have the extra lings looking at the ramp after I won a battle, the whole point is to make them pay for themselves (otherwise you're behind in workers for nothing, as everybody knows), and this is exactly what I want to practice; but with its system, 1a-move does all the work... Otherwise funny story, I could manage to beat P and Z on very hard after a few attempts (time to catch the AI's early pressure with expo style), and then decided to try a T (my worst matchup). I humiliate his first pushes withs slings/blings super cost-efficiently, manage to kill like 15 workers at his third (11 minute mark, I was a bit surprised as my own third wasn't even finished), and suppose I'm quite ahead... Then it attacks my third, and as I trade my army against his, it starts the trash talk (something like "win ! maybe i'm a lucky AI "), I don't get it and then see a huge stream of units, eventually raping its way to my main... I ragequit and as a good zerg I start crying about imba terran and their effing mules, especially when I see the score screen and its depressing income rate. Well, I guess I now know that cheating isn't only for the insane AI, but after being so boosted by my won against Z/P, that was a damn mood breaker. To summarize, early speedling agression is too efficient, but when it starts to cheat, combinated with early third and MULE C-C-COMBO, it's just a nightmare. Maybe lower a little the extra income ?? Thanks again though, made my week And a small edit: I read earlier in the thread that if a build doesn't seem to work, it'll pick randomly a transition... Am I pretty unlucky or did you improve this ? eg I go roaches, next push is filled with immortal; i go muta, he starts his phoenixes (and cannon for def <3 ) right away... Very nice, but SO frustrating haha. I play mainly on Shakuras for the record, excellent for "survival mode" (don't harass, just try to get your whole side of the map... really hardcore past the 10min mark. I didn't ladder since weeks, any clue on what ranking it takes to beat it "regularly" ?) | ||
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