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StarCrack AI
StarCrack AI has been in development since the first AI hack was on the scene. Initially, it was a pretty hacked up version of the Blizzard "very easy" AI that would actually do more than build two marines that glare at you. Since then it has evolved into one of the leading AIs for StarCraft 2.
Version 6.0
Features:
- Custom state manager
- New resource managing functions (total saturation per town)
- Expansion managing functions (defences, etc)
- New custom AI attack functions (resource harrasing, constant pressure on the player)
- 3 new opens, mid and late games for every race. (Which means 27 different variations per race and 81 overall)
- All the crappy old build orders are gone.
- Standard, cheating and easy versions (you might need these this time!).
Version 6.0 is an almost complete re-write of the blizzard state system as well as the mid and late game for StarCrack AI. This means, we're able to easily write multiple build orders for the various races and control the progression with "triggers" rather than time. On top of this, AI resource code has got a huge overhaul. He now hits the saturation point on all of his towns for both mineral and gas. He can handle is own supplies and defences for all towns. This means we've dropped all the blizzard code for handling this stuff, which is awesome because it sucked. I think I've dropped 100 - 200 lines of blizzard code in this version, all replaced with our custom stuff.
What's stopping us releasing now, is we want to have 3 opens, 3 mid games and 3 late games. All which are randomly chosen, it's just taking a while to work them in and test them. We also want to have more modular attack states. Eg, divert and defence waves (the former will harass resource collectors).
Bottom line. This AI will be hard.
ETA: Soon (no, not tonight)
http://darkblizz.org/Forum2/ai-scripts/starcrack-ai-official-thread/?PHPSESSID=b6fjfpa8831jh7b7so28jbb4b1 |
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