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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 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.

Fifth Week

Been focusing on making the AI not going for a build order rather what is needed to tech further or to build to build certain units. Getting a good unit composition at certain time should not be a problem to get done but will take some time to get it right, have already started on that part but takes time to get it good.

Fourth Week

This week have been kinda slow in progress. I have been stuck a lot when checking functions and trying to get them to work with little success. Got some to work but many didn’t work as I wanted and I will have to find solutions around them. Many of them isn’t really needed but would be nice if I had gotten them to work. Will continue now to Implement the things that work and make the AI better as the next step.

Milestone 2

So milestone 2 have been completed and uploaded. The upload is a simple AI for the Night Elf race. It builds a Priestess of the moon as a hero and archers and huntress as units. When a Hero is out it will start to attack small creep camps and when it gets 6 huntress it will start to attack a player and from there on it will constantly attack a player and build mostly huntress as offensiv units. It have been tested versus easy, normal and insane AI and so far it have defeated easy and normal but it losses to an insane AI. So from now on I will start to build more tactic into the AI and also try to make it more advance and optimize the build.

Third Week

This week I’ve been learning and implementing a simple AI into warcraft 3, some problems occurred with some functions in JASS didn’t work when I wanted them to or just crashed when I tried to use them. These problems were when I tried to get locations on enemys to get my units to attack. However I started to look into how blizzard themselfs did the AI to try to find solutions how to get it right and found that they had done the whole thing in a different way. So from there on I started to learn directly from the warcraft 3 AI scripts directly rather then going with the functions that I found in JASScraft. I have been able to create a simple AI so far and will start to get it more complicated and get it to start doing more strategys.

Second week into the project

So first week was about research into the project. This week I have gotten the environment ready, that will be downloaded all the necessary programs installed and ready to be used. The main program that will be used for coding is JASScraft and I have begun testing with the ai in that. So far I have gotten it to harvest and build as I want and are currently working on getting it to control the units for patroling around and attack the other player.

First post about this project

This project is about programming a logic planning AI to a RTS game. The RTS game that I have chosen to code my AI to is Warcraft 3 Frozen Throne. The AI will be coded in JASS AI and I will be using Warcraft 3 World Editor when testing my AI.