IPB

Welcome Guest ( Log In | Register )

4 Pages V   1 2 3 > »   
Reply to this topicStart new topic
> Raynor Ai wakes up from it's 3 year snooze., It's long overdue.
bajadulce    Santa Cruz, California
Nov 8 2007, 07:46 AM    Post #1
I know Raynor Ai may not be the most popular Ai mod, but it's time to upgrade this and finish what was started so long ago just for the sake of completing it. If you're not familiar with this Ai, here is a little background, it's purpose, what it lacks, and where I'd like to see it go.

Background Info + Objectives:
Raynor Ai is a non-cheating Ai meaning it's script does not contain the give_money command. It's original form was created for an Ai war in which Ai's fought over premade replays. This in itself was very challenging, because I was somewhat new to Ai scripting whereas Racine was, and still is in my eyes, the KING of Ai coding. Racine being the "player" that he is, built an Ai that was clearly intended for human play, whereas my Ai was more robotic in nature. The robotic personality won out as would be expected in an Ai vs. Ai contest, and Raynor Ai was born. Later, it was decided that the 2 ai's would be combined, refined and made into a fun little mod for human play. Sadly this synthesis never happened.

Fast forward 3 years. We now have a forum, as well as a handful of participating coders and active users/testers. SCraft Ai is still pretty much a yawn tho considering what can be done with UMS triggers and map-making. An Ai fusion project has stirred up hopes, and attempts to bridge this gap, but will the goods ever be delivered? I don't know, but Raynor Ai is just a script that needs finishing.

Where to now?
The first step would be to examine it's current 2.0 form and go from there. 2.0 is a great Ai, but has some issues:

RANDOMNESS... PRIORITY #1.
It may be fun the first few times around, but it's one-track play gets old quickly. Luckily we have a few (very very few) non-cheating Ai codes now sporadically laying around this site that can be explored, refined, tweaked, and incorporated into the Ai.

OVERCROWDED MAINS.
Not an issue w/ Zerg, but looking at some replays, it appears both Terran and Protoss are building way too many buildings in their mains. I think a max combo of 6 military buildings (gateways, stargates, barracks, factories, starports) should try to be implemented. This combo can be different, but should not go beyond this. The Ai will need to rely on expos to gain more buildings.

POWER-MASS-TECH ratio.
This by far is the tuffest challenge without the freedom that the give_money command provides. The first 3 minutes is absolutely crucial that the Ai either mass or power. It can't do both. There is also ~20 peons/main hardcoded which necessitates a rather quick expo if the game hopes to extend into any kind of mid-game. Tech and weapon/armor upgrades must be kept to the bare minimum as well in the early stages. I think Raynor Ai does a good job with this early (3 minute) game, but closer examination may reveal otherwise.

MID-GAME and beyond.
Here's where my lack of "playing" skill is reflected most. Though I am a student of Starcraft, and I understand the fabrics of what makes a good game, what seems like a decent challenge sometimes isn't very challenging at all to others.

BOMBS OVERHEAD... duck for cover.
No matter how much is improved upon, the bottom-line is that this Ai will ALWAYS be a pushover. It will never be very challenging; at least not 1v1. This can be very disappointing and very discouraging as ppl continually rip through this Ai, but that's the price. It sucks, but in the end that's all there is. It's just something you have to live with. Raynor Ai is the best non-cheating Ai SCAIEdit can produce and nothing more.

YOUR HELP/INPUT?
I will start posting code as well as playable "blocks". Your comments, tests, revisions, or own code will be of great help. This will not be an overnight project. I will start with Protoss, as judging by the Ai vs. Ai contest, it appears to be the strongest and therefore probably needs the least amount of work. This simple concept has frustrated a lot of coders aspiring to write that perfect non-cheating Ai that quite frankly just isn't possible. All one can do is make sure it works as efficiently as it can resource wise, be bug-free, and contain a few surprises along the way.

Thnx to everyone that has supported this project.
PLAYABLE TESTS WITH FULL RANDOMIZATION
Protoss vs. Terran:

Attached File  Raynor_PvT_2.02.zip ( 339.66K ) Number of downloads: 252
90% complete; missing island build + zealot rush (will link to PvZ script).
Zealot-goon build, DT-Rush, Pure-Goon build, Quick expo-build

OLDER Versions/Test scripts
Protoss vs. Terran:
Attached File  Raynor_PvT_2.01.zip ( 338.74K ) Number of downloads: 95

Attached File  Pure_Goon_v1.01.zip ( 338.65K ) Number of downloads: 77

Attached File  Raynor_Goon_Zealot1.03.zip ( 365.17K ) Number of downloads: 79

Attached File  Raynor_DT_Rush1.00.zip ( 365.69K ) Number of downloads: 75
Latest Code:
Protoss:
; Raynor v2.02
; November, 2007
; currently only PvT ground map only. Standard resource map.

script_name Protoss Expansion Custom Level
script_id PMCx

start_town
transports_off
farms_notiming

build 1 nexus 150
wait_buildstart 1 nexus
build 4 probe 130
wait_buildstart 4 probe
build 6 probe 80
wait_buildstart 6 probe
wait 300
;resources_jump 100 0 fa$te$t fmp temp disabled

define_max 50 probe
define_max 2 shuttle
define_max 6 high_templar
define_max 5 observer
define_max 4 arbiter
define_max 10 carrier
define_max 255 scout

build 8 probe 80
wait_buildstart 8 probe
build 1 pylon 80
wait_buildstart 1 pylon
build 10 probe 80
wait_buildstart 10 probe
;enemyowns_jump hatchery pvz temp disabled

random_jump 64 quick_expo
build 1 gateway 80
wait_buildstart 1 gateway
defenseuse_gg 2 zealot

random_jump 64 dt_rush
build 12 probe 80
wait_buildstart 12 probe

random_jump 96 pure_goon
build 2 gateway 80
wait_buildstart 2 gateway
build 13 probe 80
wait_buildstart 13 probe
build 2 pylon 80
wait_buildstart 2 pylon
build 14 probe 80
wait_buildstart 14 probe
train 1 zealot
build 15 probe 80
wait_buildstart 15 probe
build 1 assimilator 80
wait_buildstart 1 assimilator
train 3 zealot
build 16 probe 80
wait_buildstart 16 probe
build 3 pylon 80
wait_buildstart 3 pylon
train 4 zealot
build 17 probe 80
wait_buildstart 17 probe
build 1 cybernetics_core 1
wait_buildstart 1 cybernetics_core
defenseuse_gg 1 dragoon
defenseuse_ga 1 dragoon
build 18 probe 80
wait_buildstart 18 probe

random_jump 80 no_rush1
wait_train 4 zealot
send_suicide 0

:no_rush1
build 20 probe 80
farms_timing
upgrade 1 dragoon_range 30
train 2 dragoon
build 3 gateway 80
wait_buildstart 3 gateway
train 4 dragoon
build 1 citadel_of_adun 80
wait_buildstart 1 citadel_of_adun
train 8 dragoon

random_jump 96 no_rush2
wait_train 7 dragoon
send_suicide 0

:no_rush2
build 4 gateway 80
wait_buildstart 4 gateway
defensebuild_gg 2 zealot
build 1 templar_archives 80
wait_buildstart 1 templar_archives
defenseuse_gg 1 dark_templar
train 4 zealot
train 3 dark_templar
train 6 zealot
upgrade 1 zealot_speed 30
defensebuild_gg 1 dragoon
defensebuild_gg 1 dark_templar
train 8 dragoon
build 22 probe 80

random_jump 128 no_rush3
train 3 dark_templar
wait_train 3 dark_templar
send_suicide 0

:no_rush3
multirun expo_loop

defenseclear_gg
defensebuild_gg 2 zealot
defenseuse_gg 2 zealot
defensebuild_gg 1 dragoon
defenseuse_gg 1 dragoon
defensebuild_gg 1 dark_templar
defenseuse_gg 1 dark_templar

build 5 gateway 80
wait_buildstart 5 gateway
attack_do
attack_clear
train 10 zealot
train 12 dragoon
train 15 zealot
train 3 dark_templar
attack_add 12 dragoon
attack_add 15 zealot
attack_add 3 dark_templar
attack_prepare
build 1 forge 80
multirun upgrades
multirun observers
goto pvt_1

:dt_rush
build 1 assimilator 80
wait_buildstart 1 assimilator
build 13 probe 80
wait_buildstart 13 probe
build 1 cybernetics_core 80
wait_buildstart 1 cybernetics_core
build 15 probe 80
wait_buildstart 15 probe
build 2 gateway 80
wait_buildstart 2 gateway
build 16 probe 80
wait_buildstart 16 probe
build 1 citadel_of_adun 80
wait_buildstart 1 citadel_of_adun
build 2 pylon 80
wait_buildstart 2 pylon
build 17 probe 80
wait_buildstart 17 probe
train 2 zealot
build 18 probe 80
wait_buildstart 18 probe
build 1 templar_archives 80
wait_buildstart 1 templar_archives
build 19 probe 80
wait_buildstart 19 probe
build 3 pylon 80
wait_buildstart 3 pylon
farms_timing
build 3 gateway 80
wait_buildstart 3 gateway
train 2 dark_templar
defenseuse_gg 1 dark_templar
wait_train 2 dark_templar
send_suicide 0
upgrade 1 dragoon_range 30
defenseuse_gg 1 dragoon
defenseuse_ga 1 dragoon
train 6 zealot
train 6 dragoon
attack_add 6 zealot
attack_add 6 dragoon
attack_prepare
upgrade 1 zealot_speed 30
goto no_rush3

:pure_goon
build 1 assimilator 80
wait_buildstart 1 assimilator
build 13 probe 80
wait_buildstart 13 probe
build 1 cybernetics_core 80
wait_buildstart 1 cybernetics_core
defenseuse_gg 1 dragoon
defenseuse_ag 1 dragoon
build 14 probe 80
wait_buildstart 14 probe
build 2 gateway 80
wait_buildstart 2 gateway
build 15 probe 80
wait_buildstart 15 probe
build 2 pylon 80
wait_buildstart 2 pylon
build 17 probe 80
wait_buildstart 17 probe
defensebuild_gg 1 dragoon
train 2 dragoon
build 3 pylon 80
wait_buildstart 3 pylon
build 18 probe 80
wait_buildstart 18 probe
train 4 dragoon
build 1 citadel_of_adun 80
wait_buildstart 1 citadel_of_adun
train 6 dragoon
wait_train 4 dragoon
attack_add 4 dragoon
attack_prepare
attack_do
attack_clear
send_suicide 0
build 4 pylon 80
wait_buildstart 4 pylon
farms_timing
build 20 probe 80
wait_buildstart 20 probe
build 1 templar_archives 80
wait_buildstart 1 templar_archives
defenseuse_gg 1 dark_templar
upgrade 1 dragoon_range 30
build 3 gateway 80
wait_buildstart 3 gateway
build 24 probe 80
wait_buildstart 24 probe
build 4 gateway 80
wait_buildstart 4 gateway
defenseuse_gg 1 archon
defenseuse_ag 1 archon
defensebuild_gg 1 dragoon
defensebuild_ag 1 dragoon
train 8 dragoon
train 3 zealot
train 3 dark_templar
train 9 zealot
train 12 dragoon
send_suicide 0
multirun expo_loop
build 5 gateway 80
multirun observers
build 1 forge 80
wait_buildstart 1 forge
upgrade 1 zealot_speed 30
multirun upgrades
goto pvt_1

:quick_expo
build 13 probe 80
wait_buildstart 13 probe
expand 99 expo2
build 1 gateway 80
wait_buildstart 1 gateway
defenseuse_gg 2 zealot
build 1 assimilator 80
wait_buildstart 1 assimilator
build 15 probe 80
wait_buildstart 15 probe
build 2 pylon 80
wait_buildstart 2 pylon
build 1 cybernetics_core 80
defenseuse_gg 1 dragoon
defenseuse_ag 1 dragoon
build 18 probe 80
wait_buildstart 18 probe
build 2 gateway 80
wait_buildstart 2 gateway
build 1 citadel_of_adun 80
wait_buildstart 1 citadel_of_adun
defensebuild_gg 2 zealot
train 2 zealot
build 1 templar_archives 80
wait_buildstart 1 templar_archives
defenseuse_gg 1 dark_templar
defenseuse_gg 1 archon
defenseuse_ag 1 archon
farms_timing
train 4 zealot
train 2 dark_templar
build 3 gateway 80
wait_buildstart 3 gateway
upgrade 1 dragoon_range 30
upgrade 1 zealot_speed 30
build 4 gateway 80
wait_buildstart 4 gateway
train 3 dark_templar
train 2 archon
train 4 dragoon
build 5 gateway 80
wait_buildstart 5 gateway
build 6 gateway 80
wait_buildstart 6 gateway
train 15 zealot
train 25 dragoon
train 25 zealot
train 6 dark_templar
train 4 archon
attack_add 25 dragoon
attack_add 25 zealot
attack_add 6 dark_templar
attack_add 4 archon
attack_prepare
attack_do
attack_clear
build 1 forge 80
multirun air_upgrades
multirun upgrades
multirun observers
resources_jump 1000 400 carriers
goto pvt_1

:expo2
start_town
build 1 nexus 80
wait_buildstart 1 nexus
wait 1200
build 1 assimilator 80
multirun probes
build 1 pylon 70
multirun expo_stargate
goto expo_loop2

;###############

:pvt_1
defensebuild_gg 1 dragoon
defensebuild_gg 1 zealot
defensebuild_gg 1 archon
defensebuild_gg 1 high_templar
defensebuild_gg 1 dark_archon
attack_add 20 zealot
attack_add 20 dragoon
attack_add 4 dark_templar
attack_prepare
wait 2000
attack_do
attack_clear
attack_add 4 high_templar
attack_add 25 zealot
attack_add 20 dragoon
attack_add 3 archon
attack_prepare
wait 2000
resources_jump 800 800 carriers
notowns_jump observatory pvt_1
train 2 observer
goto pvt_1

:carriers
attack_do
attack_clear
build 2 stargate 80
build 1 fleet_beacon 80
upgrade 1 carrier_capacity 30
defensebuild_gg 1 carrier
defenseuse_gg 1 carrier
defensebuild_ag 1 carrier
defenseuse_ag 1 carrier
defensebuild_aa 1 carrier
defenseuse_aa 1 carrier
defensebuild_ga 1 carrier
defenseuse_ga 1 carrier
multirun air_upgrades

:pvt_2
defensebuild_gg 1 carrier
defensebuild_gg 1 dragoon
defensebuild_gg 1 zealot
defensebuild_gg 1 archon
defensebuild_gg 1 high_templar
defensebuild_gg 1 dark_archon
attack_add 4 carrier
attack_add 25 dragoon
attack_add 25 zealot
attack_add 6 dark_templar
attack_add 4 archon
attack_add 2 high_templar
attack_prepare
wait 2000
attack_do
attack_clear
clear_combatdata
resources_jump 2000 1000 arbiters
notowns_jump observatory pvt_2
train 2 observer
goto pvt_2

:arbiters
build 1 arbiter_tribunal 70
wait_buildstart 1 arbiter_tribunal
tech statis_field 70
defenseuse_gg 1 arbiter
defensebuild_gg 1 arbiter
place_guard arbiter 0
place_guard arbiter 1

:pvt_final
defensebuild_gg 1 carrier
defensebuild_gg 1 dragoon
defensebuild_gg 1 zealot
defensebuild_gg 1 archon
defensebuild_gg 1 high_templar
defensebuild_gg 1 dark_archon
defensebuild_gg 1 arbiter
attack_add 4 carrier
attack_add 25 dragoon
attack_add 25 zealot
attack_add 6 dark_templar
attack_add 4 archon
attack_add 2 high_templar
attack_add 1 arbiter
attack_prepare
wait 2000
attack_do
attack_clear
clear_combatdata
notowns_jump observatory pvt_final
train 2 observer
goto pvt_final

;#############################

:expo_loop
expand 99 expo
wait 10000
expand 99 expo

:expo_loop2
wait 8500

:expo_loop_final
expand 99 expo
wait 7000
goto expo_loop_final

:expo
start_town
build 1 nexus 70
wait_buildstart 1 nexus
build 1 pylon 70
wait_build 1 pylon
multirun cannons
wait_build 1 nexus
multirun probes
multirun gas
build 1 gateway 70
wait_build 1 gateway
defenseuse_gg 1 dragoon
defenseuse_gg 1 zealot
wait 2000
build 2 pylon 70
wait_build 2 pylon
build 2 gateway 70
wait 2000
build 3 pylon 70
wait_build 3 pylon

:expo_stargate
wait 2000
notowns_jump stargate expo_stargate
build 1 stargate 70
stop

;UPGRADES ##########

:upgrades
tech psionic_storm 70
place_guard high_templar 0
upgrade 1 p_ground_weapon 30
wait 4500
upgrade 1 observer_speed 30
upgrade 1 p_armor 30
wait 4500
upgrade 2 p_ground_weapon 30
upgrade 1 observer_sight 30
wait 4500
upgrade 2 p_armor 30
wait 4500
upgrade 1 p_plasma_shield 30
wait 4500
upgrade 2 p_plasma_shield 30
upgrade 1 templar_mana 30
wait 4500
upgrade 3 p_ground_weapon 30
wait 4500
upgrade 3 p_armor 30
wait 4500
upgrade 3 p_plasma_shield 30
stop

:air_upgrades
upgrade 1 p_air_weapon 30
wait 4500
upgrade 2 p_air_weapon 30
wait 4500
upgrade 1 p_plating 30
wait 4500
upgrade 2 p_plating 30
wait 4500
upgrade 3 p_air_weapon 30
wait 4500
upgrade 3 p_plating 30
stop

:observers
wait 1500
enemyowns_jump control_tower observers2
enemyowns_jump covert_ops observers2
enemyowns_jump templar_archives observers2
resources_jump 600 400 observers2
goto observers

:observers2
build 1 robotics_facility 70
build 1 observatory 70
check_transports
place_guard observer 0
place_guard observer 1
stop

:probes
build 3 probe 70
wait_build 3 probe
build 6 probe 70
wait_build 6 probe
build 9 probe 70
wait_build 9 probe
build 12 probe 70
stop

:gas
build 1 assimilator 70
stop

:cannons
wait 400
notowns_jump forge cannons
build 1 photon_cannon 70
wait 1000
build 1 shield_battery 70
stop

:loop
wait 1500
goto loop


 
Go to the top of the page +
EasyChat   
Nov 9 2007, 01:42 AM    Post #2
Hell, it's about time. XD


 
Go to the top of the page +
ptar    Aachen - Germany
Nov 11 2007, 05:34 AM    Post #3
QUOTE(EasyChat @ Nov 9 2007, 10:42 AM) *
Hell, it's about time. XD
Totally right ! wink.gif

I'm going to help you, as well as I can. The only problem is i don't understandt anything from AI coding. laugh.gif
But I'm going to play your AI and I will give you some suggestions how to improve the gameplay.
I'm realy happy about this project.
GL tongue.gif


 
Go to the top of the page +
lifestyl3    Indiana, USA
Nov 11 2007, 07:10 AM    Post #4
Sounds good.


 
Go to the top of the page +
Nov 11 2007, 12:24 PM    Post #5
Good idea. I like the idea of a good non-cheat AI. Its too bad that you cant change the micro...The computer's micro is VERY disappointing.


 
Go to the top of the page +
EasyChat   
Nov 12 2007, 11:57 AM    Post #6
You need to have a look at the Fusion project then, but it's been a while since we had a update. sad.gif


 
Go to the top of the page +
bajadulce    Santa Cruz, California
Nov 12 2007, 12:43 PM    Post #7
I hope those guys don't abandon that project. And if they do, I hope they at least leave us with their file cabinet. Maybe we can decipher their madness.

RaynorAi update:
Here is the PvT 2 gate goon/zealot block. This version has all 3 rush blocks enabled, i.e. attack1 = 4 zealots, attack2 = 7 dragoons, attack3= dragoons, zealots, 3 dt. The final script will randomly skip 1, 2 or even all 3 attacks. Sometimes rushes can catch players off-guard, but mostly they tend to unfortunately be a waste of units for the computer. They are needed however to keep the player guessing and from going nuts on early expanding etc. An aggressive non-cheating computer tends to be slightly easier than one that delays attacking in favor of a larger build-up.

Try it 1v1 if you must, but probably a 1v2 non-cliff game such as hunters will be its best environment. Again, don't expect some fantastic challenge... as it ain't gonna happen. That's not the point of this project. Here is the code for this block: Simple... very Simple smile.gif
; Raynor Protoss Zealot-Goon build 1.03

script_name Protoss Expansion Custom Levelscript_id PMCx

start_town
transports_off
farms_notiming

build 1 nexus 150
wait_buildstart 1 nexus
build 4 probe 130
wait_buildstart 4 probe
build 6 probe 80
wait_buildstart 6 probe
wait 300
;resources_jump 100 0 fa$te$t fmp temp disabled

define_max 45 probe
define_max 3 shuttle
define_max 6 high_templar
define_max 5 observer

build 8 probe 80
wait_buildstart 8 probe
build 1 pylon 80
wait_buildstart 1 pylon
build 10 probe 80
wait_buildstart 10 probe
build 1 gateway 80
wait_buildstart 1 gateway
defenseuse_gg 1 zealot
build 12 probe 80
wait_buildstart 12 probe
build 2 gateway 80
wait_buildstart 2 gateway
build 13 probe 80
wait_buildstart 13 probe
build 2 pylon 80
wait_buildstart 2 pylon
build 14 probe 80
wait_buildstart 14 probe
train 1 zealot
build 15 probe 80
wait_buildstart 15 probe
;enemyowns_jump hatchery pvz temp disabled
build 1 assimilator 80
wait_buildstart 1 assimilator
train 3 zealot
build 16 probe 80
wait_buildstart 16 probe
build 3 pylon 80
wait_buildstart 3 pylon
train 4 zealot
build 17 probe 80
wait_buildstart 17 probe
build 1 cybernetics_core 1
wait_buildstart 1 cybernetics_core
defenseuse_gg 1 dragoon
defenseuse_ga 1 dragoon
build 18 probe 80
wait_buildstart 18 probe
;random_jump 128 no_rush1 temp disabled
wait_train 4 zealot
send_suicide 0

:no_rush1
build 20 probe 80
farms_timing
upgrade 1 dragoon_range 30
train 2 dragoon
build 3 gateway 80
wait_buildstart 3 gateway
train 4 dragoon
build 1 citadel_of_adun 80
wait_buildstart 1 citadel_of_adun
train 8 dragoon
;random_jump 128 no_rush2 temp disabled
wait_train 7 dragoon
send_suicide 0

:no_rush2
build 4 gateway 80
wait_buildstart 4 gateway
defensebuild_gg 2 zealot
build 1 templar_archives 80
wait_buildstart 1 templar_archives
defenseuse_gg 1 dark_templar
train 4 zealot
train 3 dark_templar
train 6 zealot
upgrade 1 zealot_speed 30
defensebuild_gg 1 dragoon
defensebuild_gg 1 dark_templar
train 8 dragoon
build 22 probe 80
;random_jump 100 no_rush3 temp disabled
train 3 dark_templar
wait_train 3 dark_templar
send_suicide 0

:no_rush3
multirun expo_loop

defenseclear_gg
defensebuild_gg 2 zealot
defenseuse_gg 2 zealot
defensebuild_gg 1 dragoon
defenseuse_gg 1 dragoon
defensebuild_gg 1 dark_templar
defenseuse_gg 1 dark_templar

build 1 robotics_facility 80
wait_buildstart 1 robotics_facility
attack_do
attack_clear
train 10 zealot
build 1 observatory 80
wait_buildstart 1 observatory
place_guard observer 0
place_guard observer 1
train 12 dragoon
train 14 zealot
train 3 dark_templar
attack_add 12 dragoon
attack_add 14 zealot
attack_add 3 dark_templar
attack_prepare
build 1 forge 80
multirun upgrades
check_transports

:tvp_1
attack_do
attack_clear
train 20 zealot
train 20 dragoon
train 4 dark_templar
attack_add 20 zealot
attack_add 20 dragoon
attack_add 4 dark_templar
attack_prepare
wait 300
attack_do
attack_clear
train 4 high_templar
train 15 zealot
train 10 dragoon
attack_add 4 high_templar
attack_add 15 zealot
attack_add 10 dragoon
attack_prepare
wait 300
attack_do
attack_clear
train 2 observer
resources_jump 800 500 carriers
goto tvp_1

:tvp_final
train 2 observer
train 5 carrier
train 15 dragoon
train 3 high_templar
attack_add 5 carrier
attack_add 15 dragoon
attack_add 3 high_templar
attack_prepare
wait 500
attack_do
attack_clear
train 20 dragoon
train 20 zealot
train 3 high_templar
train 3 dark_templar
attack_add 3 high_templar
attack_add 3 dark_templar
attack_add 20 dragoon
attack_add 20 zealot
attack_prepare
wait 500
attack_do
attack_clear
send_suicide 0
wait 500
goto tvp_final

:carriers
build 2 stargate 80
build 1 fleet_beacon 80
upgrade 1 carrier_capacity 30
defensebuild_gg 1 carrier
defenseuse_gg 1 carrier
defensebuild_ag 1 carrier
defenseuse_ag 1 carrier
defensebuild_aa 1 carrier
defenseuse_aa 1 carrier
defensebuild_ga 1 carrier
defenseuse_ga 1 carrier
multirun air_upgrades
goto tvp_final

;###########

:expo_loop
expand 99 expo
wait 7000
send_suicide 0
goto expo_loop

:expo
start_town
build 1 nexus 80
wait_buildstart 1 nexus
build 1 pylon 80
wait_build 1 pylon
multirun cannons
wait_build 1 nexus
multirun probes
multirun gas
build 1 gateway 80
wait_build 1 gateway
defenseuse_gg 1 dragoon
defenseuse_gg 1 zealot
wait 2000
build 2 pylon 80
wait_build 2 pylon
build 2 gateway 80
wait 2000
build 3 pylon 80
wait_build 3 pylon

:expo_stargate
wait 2000
notowns_jump stargate expo_stargate
build 1 stargate 80
stop

; ##########

:upgrades
tech psionic_storm 70
place_guard high_templar 0
place_guard high_templar 1
upgrade 1 p_ground_weapon 30
wait 4500
upgrade 1 observer_speed 30
upgrade 1 p_armor 30
wait 4500
upgrade 2 p_ground_weapon 30
upgrade 1 observer_sight 30
wait 4500
upgrade 2 p_armor 30
wait 4500
upgrade 1 p_plasma_shield 30
wait 4500
upgrade 2 p_plasma_shield 30
upgrade 1 templar_mana 30
wait 4500
upgrade 3 p_ground_weapon 30
wait 4500
upgrade 3 p_armor 30
wait 4500
upgrade 3 p_plasma_shield 30
stop

:air_upgrades
upgrade 1 p_air_weapon 30
wait 4500
upgrade 2 p_air_weapon 30
wait 4500
upgrade 1 p_plating 30
wait 4500
upgrade 2 p_plating 30
wait 4500
upgrade 3 p_air_weapon 30
wait 4500
upgrade 3 p_plating 30
stop

:probes
build 3 probe 80
wait_build 3 probe
build 4 probe 70
wait_build 4 probe
build 5 probe 70
wait_build 5 probe
build 6 probe 70
wait_build 6 probe
build 7 probe 70
wait_build 7 probe
build 8 probe 70
wait_build 8 probe
build 9 probe 70
wait_build 9 probe
build 10 probe 70
wait_build 10 probe
build 11 probe 70
wait_build 11 probe
build 12 probe 70
stop

:gas
build 1 assimilator 70
stop

:cannons
wait 400
notowns_jump forge cannons
build 1 photon_cannon 70
wait_build 1 photon_cannon
build 2 photon_cannon 70
wait_build 2 photon_cannon
wait 1400
build 3 photon_cannon 70
stop

:loop
wait 1500
goto loop
Update:
Raynor DT_rush block v1.00
A little different than Blizzard's approach. Dt's arrive a few seconds earlier than Blizzards and with 2 instead of the one + 2 zealots that might distract from the 2 dt's. Definitely will catch players trying to go big metal and delaying detection. This will be an easy foe if it is thwarted. It is included for the randomness and to keep players in check as stated. A 2nd and 3rd gateway in favor of the forge/cannons allow for a quick transition back to the main branch. Summary: 2 dt's + 2 zealots first attack, followed by mass zealot/goon expo then returns to main build. Here is the code. *"goto no_rush3" ties back into main build.
; Raynor Protoss DT_Rush v1.00

script_name Protoss Expansion Custom Level
script_id PMCx

start_town
transports_off
farms_notiming

build 1 nexus 150
wait_buildstart 1 nexus
build 4 probe 130
wait_buildstart 4 probe
build 6 probe 80
wait_buildstart 6 probe
wait 300
;resources_jump 100 0 fa$te$t fmp temp disabled

define_max 45 probe
define_max 3 shuttle
define_max 6 high_templar
define_max 5 observer

build 8 probe 80
wait_buildstart 8 probe
build 1 pylon 80
wait_buildstart 1 pylon
build 10 probe 80
wait_buildstart 10 probe
build 1 gateway 80
wait_buildstart 1 gateway
defenseuse_gg 2 zealot
;random_jump 48 dt_rush temp disabled
goto dt_rush

:dt_rush
build 1 assimilator 80
wait_buildstart 1 assimilator
build 13 probe 80
wait_buildstart 13 probe
build 1 cybernetics_core 80
wait_buildstart 1 cybernetics_core
build 15 probe 80
wait_buildstart 15 probe
build 2 gateway 80
wait_buildstart 2 gateway
build 16 probe 80
wait_buildstart 16 probe
build 1 citadel_of_adun 80
wait_buildstart 1 citadel_of_adun
build 2 pylon 80
wait_buildstart 2 pylon
build 17 probe 80
wait_buildstart 17 probe
train 2 zealot
build 18 probe 80
wait_buildstart 18 probe
build 1 templar_archives 80
wait_buildstart 1 templar_archives
build 19 probe 80
wait_buildstart 19 probe
build 3 pylon 80
wait_buildstart 3 pylon
farms_timing
build 3 gateway 80
wait_buildstart 3 gateway
train 2 dark_templar
defenseuse_gg 1 dark_templar
wait_train 2 dark_templar
send_suicide 0
upgrade 1 dragoon_range 30
defenseuse_gg 1 dragoon
defenseuse_ga 1 dragoon
train 6 zealot
train 6 dragoon
attack_add 6 zealot
attack_add 6 dragoon
attack_prepare
upgrade 1 zealot_speed 30
goto no_rush3

:no_rush3
multirun expo_loop

defenseclear_gg
defensebuild_gg 2 zealot
defenseuse_gg 2 zealot
defensebuild_gg 1 dragoon
defenseuse_gg 1 dragoon
defensebuild_gg 1 dark_templar
defenseuse_gg 1 dark_templar

build 1 robotics_facility 80
wait_buildstart 1 robotics_facility
attack_do
attack_clear
train 10 zealot
build 1 observatory 80
wait_buildstart 1 observatory
place_guard observer 0
place_guard observer 1
train 12 dragoon
train 14 zealot
train 3 dark_templar
attack_add 12 dragoon
attack_add 14 zealot
attack_add 3 dark_templar
attack_prepare
build 1 forge 80
multirun upgrades
check_transports

:tvp_1
attack_do
attack_clear
train 20 zealot
train 20 dragoon
train 4 dark_templar
attack_add 20 zealot
attack_add 20 dragoon
attack_add 4 dark_templar
attack_prepare
wait 300
attack_do
attack_clear
train 4 high_templar
train 15 zealot
train 10 dragoon
attack_add 4 high_templar
attack_add 15 zealot
attack_add 10 dragoon
attack_prepare
wait 300
attack_do
attack_clear
train 2 observer
resources_jump 800 500 carriers
goto tvp_1

:tvp_final
train 2 observer
train 5 carrier
train 15 dragoon
train 3 high_templar
attack_add 5 carrier
attack_add 15 dragoon
attack_add 3 high_templar
attack_prepare
wait 500
attack_do
attack_clear
train 20 dragoon
train 20 zealot
train 3 high_templar
train 3 dark_templar
attack_add 3 high_templar
attack_add 3 dark_templar
attack_add 20 dragoon
attack_add 20 zealot
attack_prepare
wait 500
attack_do
attack_clear
send_suicide 0
wait 500
goto tvp_final

:carriers
build 2 stargate 80
build 1 fleet_beacon 80
upgrade 1 carrier_capacity 30
defensebuild_gg 1 carrier
defenseuse_gg 1 carrier
defensebuild_ag 1 carrier
defenseuse_ag 1 carrier
defensebuild_aa 1 carrier
defenseuse_aa 1 carrier
defensebuild_ga 1 carrier
defenseuse_ga 1 carrier
multirun air_upgrades
goto tvp_final

;#######################################

:expo_loop
expand 99 expo
wait 7000
send_suicide 0
goto expo_loop

:expo
start_town
build 1 nexus 80
wait_buildstart 1 nexus
build 1 pylon 80
wait_build 1 pylon
multirun cannons
wait_build 1 nexus
multirun probes
multirun gas
build 1 gateway 80
wait_build 1 gateway
defenseuse_gg 1 dragoon
defenseuse_gg 1 zealot
wait 2000
build 2 pylon 80
wait_build 2 pylon
build 2 gateway 80
wait 2000
build 3 pylon 80
wait_build 3 pylon

:expo_stargate
wait 2000
notowns_jump stargate expo_stargate
build 1 stargate 80
stop

;UPGRADES ##########

:upgrades
tech psionic_storm 70
place_guard high_templar 0
place_guard high_templar 1
upgrade 1 p_ground_weapon 30
wait 4500
upgrade 1 observer_speed 30
upgrade 1 p_armor 30
wait 4500
upgrade 2 p_ground_weapon 30
upgrade 1 observer_sight 30
wait 4500
upgrade 2 p_armor 30
wait 4500
upgrade 1 p_plasma_shield 30
wait 4500
upgrade 2 p_plasma_shield 30
upgrade 1 templar_mana 30
wait 4500
upgrade 3 p_ground_weapon 30
wait 4500
upgrade 3 p_armor 30
wait 4500
upgrade 3 p_plasma_shield 30
stop

:air_upgrades
upgrade 1 p_air_weapon 30
wait 4500
upgrade 2 p_air_weapon 30
wait 4500
upgrade 1 p_plating 30
wait 4500
upgrade 2 p_plating 30
wait 4500
upgrade 3 p_air_weapon 30
wait 4500
upgrade 3 p_plating 30
stop

:probes
build 3 probe 80
wait_build 3 probe
build 4 probe 70
wait_build 4 probe
build 5 probe 70
wait_build 5 probe
build 6 probe 70
wait_build 6 probe
build 7 probe 70
wait_build 7 probe
build 8 probe 70
wait_build 8 probe
build 9 probe 70
wait_build 9 probe
build 10 probe 70
wait_build 10 probe
build 11 probe 70
wait_build 11 probe
build 12 probe 70
stop

:gas
build 1 assimilator 70
stop

:cannons
wait 400
notowns_jump forge cannons
build 1 photon_cannon 70
wait_build 1 photon_cannon
build 2 photon_cannon 70
wait_build 2 photon_cannon
wait 1400
build 3 photon_cannon 70
stop

:loop
wait 1500
goto loop


 
Go to the top of the page +
ptar    Aachen - Germany
Nov 14 2007, 10:24 AM    Post #8
Ok, i played the Zealot_Goon Script today. Here is the replay tongue.gif


 
Go to the top of the page +
bajadulce    Santa Cruz, California
Nov 14 2007, 11:14 AM    Post #9
Thnx for playing. Nice map btw, yours?


 
Go to the top of the page +
ptar    Aachen - Germany
Nov 14 2007, 12:44 PM    Post #10
Thx for watching the replay so fast. The map is from a korean mapper, i found it on mapdori tongue.gif
I liked to play this AI. It was tough at the beginning. But when i got all those tanks, it rushed every new unit into my blockade.
Can't you tell the AI, that it'll wait till it gets some more units to break the blockade? If it would've got some more zealots, it would have been harder to hold.
I like the idea of adding some Archons to the armee. Don't know how affective the stasis are. Some d-webs would be great too.
I'm going to play this script again and i wanna try out the dt rush script too. Will upload a replay package afterwards.
Again thx for watching. laugh.gif


 
Go to the top of the page +
EasyChat   
Nov 14 2007, 01:28 PM    Post #11
This why is the very reason why we are behind the fusion project so we can maybe do more things. As it stands now there is now way of making the computer realise how big a enemys force is or wait until it gets more units to break the blockade. There is no such commands like a enemy_owns_population 120 go to xxx (etc). But as it currently stands only the script can be modified, not how the engine handles / decides where to send the units or whatnot. =[

I watched the replay, it gave me a massive insight into how i should make my script, simple. I may go and rewrite alot of it again as its slightly messy. Thanks for showing the way to code baja ;].


 
Go to the top of the page +
bajadulce    Santa Cruz, California
Nov 14 2007, 02:49 PM    Post #12
glad you're excited to work on some Ai coding again. Yes, would be nice if the computer could decide whether to put pressure on w/ a small army or hold off a bit until it had a stronger force. I have seen in the campaign scripts a code "wait_force". Maybe there's a definition in the pinned SCAIEdit command topic for it.

I watched ptars replay once again, and I feel the early build orders for that block are in good shape. Just need to work on the middle and later script looks like. more build up and some more tech. Wonder how that game would have went if you had played against 2 toss? tongue.gif (you're too good for 1v1 Raynor = gg.)

The next upload (goon-rush) will also have an improved main build that all these scripts will eventually lead to.


 
Go to the top of the page +
ptar    Aachen - Germany
Nov 15 2007, 06:34 AM    Post #13
Ok, here it comes. My replay against the Dt_rush script. wink.gif

This Ai Script was alot harder to beat, but i don't know why. laugh.gif
Also i knew the Ai was going to play a dark templar rush.
Have fun watching it!!!


 
Go to the top of the page +
EasyChat   
Nov 15 2007, 07:59 AM    Post #14
Im going to watch it now, and when it is released you will not know what it will do. Im taking the same approach with my T ai, random openings. >: D


 
Go to the top of the page +
bajadulce    Santa Cruz, California
Nov 15 2007, 08:50 AM    Post #15
thnx again. Another great map! and another good replay. plz link to those maps or upload! smile.gif



 
Go to the top of the page +
ptar    Aachen - Germany
Nov 15 2007, 09:35 AM    Post #16
I don't know where to upload the maps laugh.gif I can't find the map thread.
I think i'll lose in a 1v2. It nearly beats me at the beginnig in a 1v1.


 
Go to the top of the page +
1iCH    GB
Nov 16 2007, 10:22 AM    Post #17
Had a go at the zeal/goon AI build order in a 2v1.
It was quite tough and I haven't played for months smile.gif
and since the timings were the same i could only just beat each attack with straight up play.
It would have had me if it had continued massing goon/zeal, expanding and constant attacks, instead of teching
up and not meeting its resource target for the last attack loop to take effect.
Might have beat me even sooner with greedy expansions and constant joint attacks, but hey thats 2v1.
gw so far its definately strong without abuse.


 
Go to the top of the page +
bajadulce    Santa Cruz, California
Nov 16 2007, 05:15 PM    Post #18
Thnx for the replay. Very nice playing! The scv ramp block was a good one. smile.gif

Am working on the mid-game and later game w/ next upload of the pure goon build. These two exes. were mainly a test of the 5-10 minute opening builds. Which appear to be pretty good. A little more tweaking on the later game, and this is about all one can hope for. Once all the blocks are combined, should be a decent game. The main goal is fun and bug-free script. Thnx again for the replay/input. Will update soon with the next installment.


 
Go to the top of the page +
Nov 16 2007, 05:46 PM    Post #19
You know, how about giving the AI the abilty to recover and keep playing if its main is destroyed. Also, can you have the AI run from its base and rebuild if it gets owned?


 
Go to the top of the page +
1iCH    GB
Nov 17 2007, 08:52 AM    Post #20
Just a thought, a 14 nex into --> 3 gate goon, robo might be good, this ai is designed for 2v1 is it not?
Say if one ai put on constant pressure, like the zealgoon build does, so you cant get greedy,
and one powered really hard off 3 gases into maybe carriers/zeals and goons with arb, or even recall,
you'd have to play extremely well to survive it, somehow harassing the greedy ai whilst defending the aggressor,
and turtling off 2 bases + maybe an island wouldnt really work when the maxed p carriers come knocking.

I think the ai needs some compensation for having no micro or common sense, else you can happily block with siege first,
and take on tons of them at once with the predictable attacks until you max and then roll them over. (que blizzard comps),
being especially true for THIS mu.

imo, it would be nice if there was a build that didnt attack until it's high in supply or gets attacked first, typical of tvp where its
suicide for the p to strike first unless its timed or early on, so as to starve the turtling t player out, if thats a possibility.

dt drop might be nice aswell, prob wouldnt work earlygame->comp cant micro, but midgame if an average t doesnt get harassed at all
at the start and forgets to turret up around their main later on, might keep them on their toes and teach em not to. biggrin.gif.
All this for the 2v1 assumption tho, two different but intelligently linked bo's would beat a good player 2v1, the same build *2 could be a
challenge at first, but then you can just counter normally and then should be easy, as shown in the rep.
dunno if its just random anyway, probably meets a means to an end all the same, but would be nice if comps could branch off even the same build different ways.

oh and as an afterthought comp should get upgrade round about when the player does, especially applies if its early i think, and it could have done with more gates lategame and another main-->if you've got round to that yet.
Hope that helped even if only a little bit.


 
Go to the top of the page +

4 Pages V   1 2 3 > » 
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 7th September 2010 - 06:35 PM