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Archive for March, 2013

Final Week

So this week has mostly been fixing some small things and getting ready for the gradshow. So there isn’t much to tell about this week. I have a problem with crashes when playing against the Brood War AI that I haven’t been able to figure out. It works fine when playing against another AI but when it goes against a player it just crashes when it is going to attack. Hopefully this will be fixed before the gradshow else I will just show it playing against other players.

Eight week

So this week was the last week before milestone three and I had as goal to make the Starcraft Brood War AI which I was able to do. It will scout where the enemy base is and when it have done that it will rush the enemy with zerglings and send wave after wave. However this ai is not optimal and will not defeat the standard ai but it might be able to defeat a player if they do not get defence up fast enough. I learned a lot by just looking around at what you can do and looked at some other peoples AIs to Starcraft Brood War to get some help on how somethings are done. After milestone three is done it is only a week left until the gradshow where we will show our project and for that I will get add the Warcraft 3 ai into a map that can be loaded and played against and for the Starcraft ai I will try to make it able to play against instead of it taking control of the players units.

Seventh week

So this week I have sort of decided to be done with the warcraft 3 AI, it became only a Night elf AI with three different strategys. The thing with the warcraft 3 AI is that I am limited to what I can actually do since with some functions blizzards AI functions takes over and does somethings that I cannot see or change to get an affect that I wanted. I was able to change some functions that was acting weird. One of those things was that when I wanted the AI to attack an player it would attack it and after a while fall back and get new forces and then attack again, It would often fall back when most of the army was still alive and could push on to win big and get far ahead of the other player, this was due to a function which made the ai fall back and regroup depending on how healthy a hero was and how long time they been fighting. This I changed so that it will push on untill it the army size is kinda low and needs to retreat and then it will regroup with the units thats been created during the attack. I have also looked some more on the hippogryph problem and I found blizzards old AI before they changed how they designed AI in warcraft 3 and that code also have a hippogryph being build without it being in the code. I also found some functions in the blizzard common.ai file that contains a lot of functions that can be changed before they go to some functions that I cannot really tell how they work and there I found some comments left that said things like “this is how it should be” and “fix this in next patch” and following some code line that should be there. This shows that it is an incomplete AI from blizzard that they then changed to the new system that they use that is in the editor. So since I am done with the warcraft 3 AI I will try to get that one into a map that I will be able for other players to try play against it. However the way I designed it is not like an buildorder with units in it which makes it less optimal as a challanger then if it is done like an buildorder with buildings and units in it at the same time. I have also started looking into making a Starcraft Broodwar AI on the time that we have left on the project and since it’s not that long time left I aim to get a working ai that is able to harvest and build and make some units and attack another player with. Depending on how fast that goes will decide how much I will get into it.

Sixth week

So this week have been¬†interesting, I have completed the unit production for the standard build, this build uses a lot of different units and upgrades almost everything so it’s not that good of a tactic, but with this tactic I can just peel of what I need and make a special composition for a tactic like only build two different units and upgrade only what they need. However this week could have also been some other tactics ready but I spent a lot of time trying to get some attack pattern going but all I got when I tried to use some function was a null target which didn’t help so in the end all I decided was to use the standard that I have been using. I also found a bug that I have been trying to find out why it happends but haven’t found it yet, this have taken a lot of time also and it is that in the building “Ancient of Wind” will alot of times build one “Hippogryph” and will rebuild it if it dies. This part I have not coded in that it will do and all I have found out about it is that when I build some units it will build a “Hippogryph” most of the time. I tried taking away all units and then it was not build but when I added it to build heroes and eight “Huntress” it started to build the “Hippogryph”. So I will start doing the tactics for it to use and see if I can find why this “Hippogryph” is being build.