Fyn AI (practice AI on BNet) - Page 10
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XerrolAvengerII
United States510 Posts
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fyndor
United States159 Posts
On February 09 2011 04:10 XerrolAvengerII wrote: Do you know what would make me laugh? If I could take 1 Fyn AI and put it against 2 or 3 blizzard AI for fun.... Wish I could see that, but selecting AI customization for each player would require fancier scripted menues and what not.... still, maybe a zillion years in the future we may be able to see something like this xD Um its possible but I don't know if it would be worth the effort to keep the new and old AI in parallel | ||
nyc863
200 Posts
It always expands before me, and it always streams in an attack, it always macros almost perfectly. If my macro is not good, I am on the back foot and then my macro slips further, then I lose. If the AI could play battle.net I am sure it would be up to diamond league purely based on its insistent early attack and perfect one then two base macro. Wishes for this AI: I wish it would identify my units that are racking up kills, and focus on how to dislodge them. The AI wastes itself on in repeated patterns on siege tanks and bunkers, to take just one example. How about when it loses a unit making a guess about what opposing static defense was responsible then avoiding static defenses that are racking up kills, at least until it builds double the force? For example take an island and build a lot of turrets then watch it burn through its minerals failing to avoid repeated mistakes. When it makes a decision, (attack / retreat), don't keep re-evaluating the decision every 1/2 second. Or do internally, but be more human about sticking to a recent previously made decision for at least a few seconds. All the time I see the AI wiggle back and forward as it changes its mind about whether it can win or not. How about predicting my invisible army size based on observing how fast the visible one was growing? If AI army < predicted army (rather than last observed army), don't attack without counter unit advantages. An ability for me to choose in advance what units it is going to focus on. Obviously this makes it easy to counter, however it is useful for gaining micro skills against (for example) "mass carriers". (sorry if these are options somewhere) A way to set at the start whether it should always attack, or turtle up and build defenses. I don't get any practice at assaulting a defended base. AI seems to always attack as much as it can.. always.. so since I know it wastes resources on static defenses, if I can hold against the attack, it isn't long before I'm accumulating a bigger army. | ||
Buddhist
United States658 Posts
Also, can you add the GSL maps? Terminus RE, Taldarim Altar, Crossfire SE, etc. On February 09 2011 04:46 fyndor wrote: Um its possible but I don't know if it would be worth the effort to keep the new and old AI in parallel Well I'd like to see it. Definitely not top priority, but would be pretty cool to have a choice. | ||
REM.ca
Canada354 Posts
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Robqxz
Germany78 Posts
Oh and it would be really cool to have the new GSL maps, as Buddhist already requested. I read you might have a problem uploading them on your account, as it is limited to 10 maps. I could lend you my 10 map spaces on the EU Server, if that helps. I don't know how much work it takes to make the AI work on different maps though, so don't feel rushed. Just wanted to show my appreciation and offer my map spaces. | ||
fyndor
United States159 Posts
As far as EU is concerned any maps would always have to come from someone other than me. There is code and directions here on how to publish maps. These directions will change in the future, but you can use them to publish the current version right now with different maps that are not posted on your server. In the future I think what I will do is have you guys request specific maps, and I will package the AI in to map files for the requested maps and have those files downloadable. I will always keep the code open source, but I think it would just be easier for everyone if I just packaged the AI in to the maps and just gave you the map files to publish on your servers, especially with the new changes to the AI. Once you get to the point of having the map file, publishing become super simple to learn. | ||
NaldoR
Singapore2198 Posts
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fyndor
United States159 Posts
On February 14 2011 22:33 Hopelessnoob wrote: hey are any of the maps published on NA? i somehow cannot find anything... They were still published on NA last night. I will check over lunch time but they should still be there. Go to Create Game. Select popular from the drop down and search for "fyn". You may have to select Melee game type to find them, I can't remember what other category they are published under. | ||
dizzy101
Netherlands2066 Posts
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-Archangel-
Croatia7457 Posts
Basically whenever I win a fight I need to stop myself from attacking his base or the game ends there. Also testing any early speedling play kills the AI | ||
fyndor
United States159 Posts
On February 15 2011 01:52 -Archangel- wrote: I was playing around with maps with this AI somewhat and I noticed that just like Blizzard AI this one also does not wall off on its ramp with makes my games as Zerg vs AI very easy. Basically whenever I win a fight I need to stop myself from attacking his base or the game ends there. Also testing any early speedling play kills the AI At some point I would like to fix this but I am still trying to figure out a way to do it that doesn't require me hard-coding positions for each map for each spawn point. I would like this AI to remain publishable on maps other than just the 1v1 Blizzard published maps and it may be hard to really keep that manageable if I had to hard code building positions. I may ultimately have to do that, but I am not going to rush to that solution and would rather get better acquainted with the API and see if I can figure out a better solution. | ||
Overpowered
Czech Republic764 Posts
Anyways, great AI, good work! | ||
jpaugh78
United States179 Posts
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nyc863
200 Posts
I'm kind of curious to know if beating it via expanding to two then three bases requires more than gold level skills.. | ||
Consummate
Australia191 Posts
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nyc863
200 Posts
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Consummate
Australia191 Posts
EDIT: Got a question. I downloaded the Shakuras Plateau version from the link the OP posted on the first page (I used to play on the Metalopolis version), is there a way to add that to my single player list or do I have to publish it? Because I tried publishing it, but I have no idea what to do, it said I can't publish it because of the name (that was appearing on the left side) and I changed the name to heaps of random stuff but still didn't let me publish it so I am guessing the name wasn't the problem =/ No idea how it works. | ||
Kinky
United States4126 Posts
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nyc863
200 Posts
I am not so proud, I never scouted and had no idea where his army was, but find Z much harder, hence my question I'd be really curious to see what ladder level can comfortably defeat Z Fyn AI as TvZ .. https://docs.google.com/leaf?id=0B788RleKE0ipMDlmNWNhOTctYjQxMi00MGQ4LWJhMDktMzZhZmY0ZDc5YWFh&hl=en_GB&authkey=CLKK2Do | ||
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