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#1
Note: Make a folder named Update if its not there in your SC2 Beta directory, then extract all the patch 9 files within it. You don't need to download patch 10 directly because the files are small enough to let Blizzard Updater updates by its own. Patch 9 is about 500mb+ and it would be better to download it directly and not rely on the torrent downloader provided by Blizzard  :D . After extraction, just run SC2.exe and let it update to the latest patch.

Enjoy  :cheers: .

P.S. You'll need to restore the original Base.SC2Date in Liberty.SC2Mod folder to let it install correctly.
#2
ptanhkoa,

what I've been saying is that how can you make the  launcher recognize our AI? I've tried launching SC2 Beta with the  latest patch and the default AI (from Blizzard after updating) with  slight modification (adding a line of TriggerDebug) to make sure that  the AI is actually modified, however when I ran the AI with the slight  modification, it shows no sign of changes.

And as you've  mentioned that there are new functions, how can the native.dll from  SC2Launcher 2.3.1 recognizes the new ones that are written by us  ??? ?

Besides then deleting the plugins from the launcher, is there any additional steps that I've missed out because I can't seem to get it work still  :( .
#3
Quote1) Use SC2Launcher 2.3.1
2) Delete everything inside \Plugins\
3) Copy your AI to \Mods\AI Name\TriggerLibs\
4) Select your AI as Mod in the launcher

So you guys are telling me that your AI is working because I can't seem to get it work no matter how I play with the files. And I've tried the above method without avail.

I believe Blizzard is using an integrated AI within their program which in case from Patch 9 and above, it does not utilize the Base.SC2Data file from Liberty folder nor any TriggerLibs. That's what I think, if someone can give a clearer picture, it would be much grateful.  :)

P.S. Or maybe our current launchers are not able to load these new updates correctly, since I'm not in the launchers business, my opinions are based solely on speculation. Will be waiting for your new launcher Vernam7  :D .
#4
A week gone and everything went wild  ??? ? So we are currently stuck with Blizzard's default AI until we get an appropriate launcher for patch 9  :( ?
#5
Be patient guys  :thumbsup: , once it's released, you will see how one of our programmers did it, he forbids me to disclose it until the AI for Protoss is complete  :D .

QuotePretty cool. Hopefully one day AIs can block chokepoints.

We've managed to implement that  ;) .

P.S. Some of us are having exams, including me  :( . So, I'll be off this week or so until its over, the AI should be completed by then XD. Cheers  :cheers: .
#6
AI Scripts / Re: Humanik V1.0.0
April 17, 2010, 11:38:49 AM
QuoteWhy have you posted this topic here? This is AI scripts 'Got a new AI  you just made? Found a new AI not on here? Share with the rest of us  here!' Which implies you have a release. It'd be better if this topic  was in AI development. Just sayin'

Haha, you're right pal  :thumbsup: . The purpose of me creating this post is to keep you guys updated and when the time is correct, our team would eventually release it under this thread.

Some updates:
http://darkblizz.org/Forum2/ai-development/humanik-(ai)-updates-features-suggestions/
#7
Hi everyone,

As most of the SC2 Beta AI fans are concerned, we are currently building an extremely robust and challenging AI for everyone. Due to the sublimity of the undocumented functions, constants, and other pertinent details, it took most of our time in the first few weeks, however, we've manage to sort out (> 95%) most of everything within the engine and are developing at a rapid speed.

Since we've shifted our focus to the Protoss race, here are the available list of features that will be accompanying the AI on it's first release;

1. Sentry Guardian Shield (Which will only cast when there are enemy units around during battle, no overlapping of casting on the same group if it's already covered by another sentry, hence conserving energy).

2. Sentry Force Field (Sentry will scan for ramps/choke points and will cast at these areas to prevent enemies from progressing if the odds of winning a battle against the opponent is slim as to gather more forces and to buy time).

3. Sentry Hallucination (Will only cast on units to do a suicide scouting or prior engaging the enemy)

4. Colossus will do a "back attack" by walking through cliffs and if there's a weak opening to the enemy's base (Still under heavy revision)

5. High Templar Psionic Storm (These units will not just aid the AI with their deadly storm but some strategies has been implemented to enable them to use it on biological gatherers/peons).

6. Stalker Blink (Will blink backward/or somewhere nearby when attacked during combat and forward when chasing against enemies who are retreating).

7. Parametric Defenses and Building

8. A new function has been implemented to better improve the AI's prediction and probability of winning in a combat.

9. Natural expansion and building (There will be a very small portion of code that is scripted and the other part of it is based on its ability to evaluate conditions before building and expanding).

10. No phase transitioning based on a given timer (e.g. open -> mid -> late), Humanik can jump to any phases based on the conditions given.

11. Warp Prism "Backdoor Access" (Warp Prism will change its form to enable warp gates an access to enemies base for a back attack).

There are some functions and abilities yet to be implemented, but once its done for the Protoss race, it will be released immediately. Any suggestions, comments, and criticisms are welcomed  :D .

Below is a video on Parametric Building; Have fun, cheers  :cheers: .

Humanik V1.0.1 - Parametric Building

Thread By AKA - AlsoKnownAs
#8
SuXue, since you ain't going to overwrite what is written in the UnitData.xml (AIThinkDisruptor is located somewhere there - <TacticalAIThink value="AIThinkDisruptor"/>), I would advise you to write a routine of your own and have it called from your own module  :thumbsup: .
#9
QuoteQuote from: Bedervet on Today at 11:53:40 AM
QuoteStarcrack AI and all other AI are open source since you can easly access to the code.
Most  AI are developed starting with starcrack scripts, the sentry dont use  shield in starcrack AI, so they dont in AIur AI, since both share some  code.
Thats  not what hes saying at all. What hes saying, is that the AI's "micro"  isn't handled by the protoss.galaxy file. The micro is handled within  other files. Since Auir AI is only the "macro" portion (that is, just  the protoss.galaxy file.), it will only use shield if the AI is  programmed to use shield with sentries in another file. As far as I  know, it is not possible to make sentries use shield without  overwriting an additional file beyond protoss.galaxy.

Sorry to spoil the party  :D , it's possible to fit everything in one .galaxy file. Provided he re-write the entire routine and not use the default AIThinkDisruptor as pre-written in the XML file.
#10
AI Scripts / Re: Humanik V1.0.0
April 16, 2010, 01:22:58 PM
QuoteIn principle, one can scan the tiles (yes, i remember this is possible), then create an order for the probe to execute it.

True that we can scan points and tiles to validate whether buildings can be placed through one the function's test, and if such order (e.g. order = build a building at some specific point, or etc.) can be created and executed, it would be invaluable for us AI developers.


Humanik V1.0.1 Update:

1. Sentry will cast Guardian Shield correctly and will not waste them like in the previous video posted.
2. Sentry will cast Force Field to block narrow paths, preventing a larger force of ground enemies from attacking you; hence buying time to mass your own army.
3. Stalker will blink backward to prevent damage during combat and forward when enemies are retreating.
4. Humanik will be released by this month or so, patience  :cheers: .
#11
AI Scripts / Re: Humanik V1.0.0
April 16, 2010, 10:43:25 AM
whoamI, good observation there  ;) , however that is one of the build flags which specify the builders to build surrounding the main base or resources (technically, c_nearResource, c_nearChokePoint or some other flag; my point is, it still rely on the flags given/predefined), if you do observe more, you will realize that it builds in the same pattern, no where near the slope/ramp.
#12
AI Scripts / Re: Humanik V1.0.0
April 16, 2010, 07:50:34 AM
A message from one of our project organizers;

QuoteDamn, the engine is way too medieval!

Facts:

QuoteThe engine provided by SC2 Beta for AI integration is limited  and not flexible (yet). (Example: There is no function provided to us that  enables us to do a custom placement of units, especially buildings  based on the desired points) And since its a script, there's nothing much that we can do about it.

It is crucial for us to know that advanced players will not just micro manage its army and economy but also take advantage of the terrain provided. The engine that is implemented within SC2 Beta has not emphasized terrain in mind. (The path blocking that you watch mostly in replays are not implementable because there is no function in the current engine which enables us to place buildings at our own discretion but instead based on pre-defined build flags) - and these predefined functions are a pain in the arse (e.g. it seems like for each pylon, the maximum building that it can accommodate is between 14 to 15, based on the original SC2 programmers)

Other strategies that you watch in replays are implementable except the ones that utilizes on the placement of buildings (Path blocking, dummy, seperation of production facilities, bunker rush, photon cannon rush, and etc.).

The above is one of the minor drawbacks that we are encountering  :( , the current AI will never able to surpass a human if such limitation exist. Dispite so, we are working on implementing other strategies first and put those that are not implementable aside and have them coded once the engine improves.
#13
replaced all the initial function names with cryptic names XD, hence to protect their codes :P
#14
AI Scripts / Re: Humanik V1.0.0
April 13, 2010, 09:25:59 AM
emylgoth,

QuoteNo one finding this ridiculous? Is only talking for 4 days now. And  your video comments are pretty childish and what is funny is that you  almost always wrong type your own AI name "Humanik" but "Strategy" not.  Why you're not recording your voice when you're making those videos?  Maybe, in that way, you will inspire more reliability to all viewers  (or not? :P  ). If you want to have a real support from people here, you should post  your first release with at least one race (protoss, I guess) and if it  will be liked, people will search for your next releases and comment  about it. My advice: don't push to much with theoretical explanations  before you have something out.

P.S.
And... when you're recording, please set the game speed to fastest from the beginning...

It's not my decision whether to release or not, I'm not the project leader, so get real. If you don't believe that it exist, go make one yourself which can possibly beat even the simplest AI out there and play with it yourself. If you don't like my comments, go to some other thread and post there. Plus, I'm not good at commenting with my voice, not everyone is born to be a good commentator. And how can you be sure that they are theoretical? Presuming that you're not one of the SC2 programmers, so don't assume something just because you "think so". Childish you say eh? I bet you can't even make one decent video, go get a life "kiddo", we are making this for free and not paid, so send your negative comments somewhere else. And about the speed of the video, I don't see anyone else complaining, so what's your problem?

itsarabbit,

As said in my previous post, the decision of having to prioritize (focus fire) the roaches or not is not under my jurisdiction, it is in progress (simulations and other set-ups), thanks for your comment anyways  :) .

P.S. I'm merely posting these videos so that you guys are having updates on our progress (similar to a developer's diary), cheers :cheers: . Also, we are programming at our own speed, no deadline, if you can't wait for the release, there's always other AIs to play around, if you don't bother whether it's going to be released, then don't post, simple as that.
#15
AI Scripts / Re: Humanik V1.0.0
April 12, 2010, 04:16:10 PM
hi sur_real, thanks for commenting :D .

We have done our research on the saturation of harvesters in a town, basically each mineral can accommodate up to 3 gatherers. So an amount of 30 would be considered the point of saturation (8 minerals count and 2 vespene gas counts, 10 * 3 = 30), the extra workers are used for scouting (if no observers are build yet). Humanik is not entirely a script AI just like the others, it only expands after numerous conditions are met, a set of conditions has been coded by us, as you can see in the video, Strategy V0.31 does not saturate its amount of worker in a base like Humanik does, 2 bases of 30 workers would be equivalent to 1 + the 400 mineral extra to build on your army.

Also, Humanik mass its army base on the condition evaluated, in the video, it knows that the amount of army from its opponent diminishes after the "great" clash, hence it would be best that it mass its army (instead of expanding) to finish the game. Of course, the decision of massing an army is still arbitrary given various decisions that can be taken during the gameplay as programmed.