Thursday, April 12, 2012

[SC2]Map specific AI -Open palms, UEF, 1v1

[:1]The goal of this project is to create a scenario/map/AI that will act/react as close to a real UEF players tactics on Open palms as possible, this by changing map markers, AI behaviors and codes into the map script.lua file.
Idea to the project can be found here;
"Any interests in "map specific ai"?"
In the end I hope that the AI will be able to chose between "fatboy"-rush, ACterror-rush, 4 factory rush, eagle eye & cluster bombs and of course support all attacks by the ACU.
The Ai setting will always be AI:rush with "full map radar only" bonus as I believe a player can quite easily guess what the radar blips are for something.
You are very much welcome to post ideas, help and critique!|||Here are todays test. I have moved around the map markers and the Ai got only two expansion places, between the start position and the hill and behind the mountain in the south. All path leads to the players base. No defensive points.
The goal is for the moment to slim down the AIs economic so the fatboys goes out around 12-15 min mark with one RS station.
Lot of test -These to is a fair summery. Test one without resistance (green AI) and test two with "resistance". I might change the "testing enviroment" for the AI later, but this is the basic I think it should be able to handle, as I believe this is a normal start on thie map.
Here we go;
test 1
test 2
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:)

edit: removed test 1, two was far better anyway.|||Al lot of testing, but I start to understand how the AI is working...
Here is a screenshot of the latest Map specific AI, it cranks out a fatboy around 15 min mark and before that it is VERY aggressive with a combination of tanks and artillery and MMLs. Quite annoying because my normal "test build" never last longer than 7-8 minutes.
Another cool thing is that you can not afford any mistake in the beginning. If you dont get out two factories within 3 minutes you will get problem to catch up. :) And yes, all test is with the AI:normal...
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One pic, its only this stage that is interesting anyway at this stage.|||oh god, my eyes! You dont expand! waah!
Nice mod though. Can you make the AI make factories near his forward mexes, or anything? Can you set parameters like "only make MML when encountering PD" and "target structures with MML" as in "dont move mml with normal unit group"? What CAN you mod about the AI? What DID you mod about this AI?|||Nephylim|||Can you post the BOs you have here? I would like to add a few, if you dont mind? =)|||Nephylim|||I meant the BOs the AI uses. Both research and structure builds.|||you need to add new Expansion Area's and Defensive Point's into the save.lua so the AI can read that area as one of the 2.|||liveordie|||Aww, well, my problems are entirely different now... Ill send you a message stating my problems..|||*sigh*
I do have decent control over the exp production by now, but a side effect is that the AI doesnt start to produce units (tanks) at once and are still building those fac shields and some PD randomly everywhere. This work is much harder than I thought.
Lucky me thats is fun... Having a Ai that is not throwing kamikaze units into you and are creating a fatboy at 12 min mark is cool. :)
If I figure out why the AI doesnt start to produce units at once the Normal Ai will be actually quite tough. Now the mass and energy is the same as my test BO and the AI pumps out around 110 units at 15 min mark and test Bo got 130...|||Update;
Today I just restarted everything from 0 with all my experience and found out that I have been messed up my files quite a lot.
After 30min editing I came up with this result;
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http://imageupload.org/?di=11129713240511

This AI still builds a RS and fac shields, but it seems that the fac shields builds after the first discovery of players army. The RS station is still a unsolved though and the AI falls way behind in production the first 5 minutes.
Have now control over the content in the blobs. Every blob contains 1:3 artillery and 4-5 pcs MMLs. The AI use only the MMLs for attack (the blobs up to three different, got the same behavior as the 1.24 ai got ie running back and forth -in this case a very good thing!) and this forces me now to actually play every single game in order to playtest changes. No more sit back under shields and observe. So every change takes around 7-15 minutes to test out (a normal mutliplayer game never last longer than 20 min). Very much time consuming and little bit tiresome.
The good thing is that I have found out a nice expansion contra production for the AI (way too much expansion in the default AI = sit back and spam around 30 tanks and then go straight in, defeat of ai in max 5 min).
As it is now, after my defeat around 18 min mark AI and I got almost the same mass and energy production.
As you could see the AI makes bombers as well... After 15 min they are enough upgraded in order to make me curse and swear over those created the AI of supcom2 :), still the com sniping is not good enough as it seems that the AI prefer to defend the base with the bombers instead of sniping mexes and ACus. I think this can be fixed, as normally around 25 bombers means 'GG'.
Next step is to understand the role of the ACU as the Ai never use this unit as an offensive unit. I have been able to make it "defend" half of the map.
My commanders and generals, the summery is that these tweaks of ai starts to shape up well; Its aggressive, annoying and ugly. This is no game anymore, its a competition with no mercy -but still without cheating! :)
But remember; The Ai only works on this tweaked open palms and can never be tested against or play together with the normal AI.
Stay tuned, beta release tomorrow or something!|||I was just to release a beta version that I was not really happy with then i decided to once again test it.... I think this picture says it all. :D
Tonight i will continue to tweak the Ai and map... It looks good doesnt it? :)

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http://imageupload.org/?di=13129734274012|||Is there any way to edit the actual structure build orders?
The stock AI makes the first factory too early for my liking. I'd like to see standard 2fac/6mex/3pgen > radar builds
Is there a way to make the AI only make certain factory upgrades under certain circumstances? (Build factory TML when enemy structures are in range, build AA when at least 5 air units have been detected, NEVER build intel station, Only build shield when under attack, when built in expansion or when at least 12 air units have been detected AND AI doesnt have fighters)
Is it possible to adjust unit mixes to certain situations?
(Make ONLY fighters when enemy has at least 50% the amount of air units AI has, make less mobile arty if at least x assault bots have been detected, make a max of 8 MMLs EVER unless AI has transports or enemy has at least 30 structures, make second land gantry if gantry 1 is currently producing and AI has 12 at least 12 mexes and stop production of land units when gantry 2 is done)
Is it possible to adjust expansion and build order to observed enemy activity?
(If 3 fac is detected, cut mexes and build more factories/units until army count is at least 1.1x enemy army count, if enemy has loads of air, cut expansions and make air factories, if opponent has huge tank masses, add extra demolishers to unit mix and expand more, if enemy has mass assault bots, make extra PD in expansions and make more air etc)
I dont know anything about the AI. It would be nice though if unit mixes and build orders/build priorities were variables that you can change depending on observations...
Moving on from that, changing tech path depending on detected builds/unit mixes would be the next evolution => Race to TMD if TML rush is detected, rush transports or gunships when com upgrades and mass RS are detected, rush to fatboy and KK if enemy turtles, get air shields if both players go heavy air etc...|||how haven't i noticed this, this is awesome
Hope your tests work
fransotto, your becoming the default map editor of supcom 2!

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