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IDProjectCategoryLast Update
0002587AI War 1 / ClassicSuggestion - AI Behavior And TacticsMar 23, 2011 9:38 pm
ReporterDraco18s Assigned ToChris_McElligottPark  
Severityfeature 
Status closedResolutionno change required 
Product Version4.072 
Summary0002587: Saw an article on RTS AI Design
Descriptionhttp://arstechnica.com/gaming/news/2011/01/skynet-meets-the-swarm-how-the-berkeley-overmind-won-the-2010-starcraft-ai-competition.ars

Basically a group of students designed an AI to play Starcraft at a level that exceeds a human player's ability. There's some interesting tidbits in there, particularly how they have the AI controlling mutalisks to dart in and out of range when attacking.

So while I'm not requesting anything specific here, it might hold some inspiration on making the AI just that more dangerous.
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Prezombie

Jan 21, 2011 1:13 pm

reporter   ~0009496

A Kitemaster AI? That's scary.

Draco18s

Jan 21, 2011 1:18 pm

developer   ~0009497

Last edited: Jan 21, 2011 1:19 pm

:D
Although I was thinking more sophistication in the general AI thread, rather than as an AI Type. Fluctuating some of the behavior patterns results in less effective tactics, for example (in terms of pathing, threat avoidance, target priority, etc.). They did have to teach their AI how to compare two units in different situations.

I.E. a smarter overall AI. One that chooses which units to use in waves or splits a CPA and holds some units in reserve, rather than "massing everything."

But yes. An AI that used brutal tactics, such as you've mentioned, would be scary indeed. How many high-range, high-speed units do we have that would be good "kiters" to give it as bonus units?

Red Spot

Jan 21, 2011 1:19 pm

reporter   ~0009498

It is not this group of students. Read the 'complete' article ;)
I'll give you a hint, the last bit of the link says "starcraft-ai-competition". :D

Draco18s

Jan 21, 2011 1:20 pm

developer   ~0009499

Last edited: Jan 21, 2011 1:21 pm

They were participating in the competition, but that particular AI was developed by Berkeley students. It's called "The Berkeley Overmind" for a reason. :P

Red Spot

Jan 21, 2011 1:26 pm

reporter   ~0009501

Just saying it wasnt them inventing anything, they participated in an endevour set out by yet someone else. They come with the example, not the inspiration.

Draco18s

Jan 21, 2011 1:32 pm

developer   ~0009503

I don't see the relevance of that comment to why I linked it here. :|

lyravega

Jan 21, 2011 3:13 pm

reporter   ~0009509

I read that article too. Sparky is funny heheheh :P

BobTheJanitor

Jan 21, 2011 3:46 pm

reporter   ~0009511

Kiting AI units would be scary. What if all this time we've been testing the experimental auto kite behavior so that the AI can use it instead? Of course then if you got a kiter vs a kiter they would just rubberband back and forth at each other. Although I've turned it off now since my units kept kiting away into other enemy ships, which didn't help too much.

Draco18s

Jan 21, 2011 3:50 pm

developer   ~0009512

The rubber banding is an emergent behavior, if not particularly [i]useful[/i].

MaxAstro

Jan 22, 2011 1:49 am

reporter   ~0009532

The stuff about "field control" seems interesting and possibly relevent. Teach the AI to go around turret balls instead of attacking targets in a straight line would make the planet-scale AI a lot scarier.

Kordy

Jan 22, 2011 2:23 am

reporter   ~0009533

You know what'd be even more scarier? Keith or Chris marking this as 'minor fix for later'... :D

lyravega

Jan 22, 2011 7:00 am

reporter   ~0009534

hahhahahah

Draco18s

Jan 22, 2011 11:05 am

developer   ~0009543

@MaxAstro: Precisely >:D
Like I said, there's a lot of really good stuff in there. Maybe not for AI War per say, but really good stuff.

Chris_McElligottPark

Mar 23, 2011 8:32 pm

administrator   ~0011390

Thanks for the article -- that's a good read, at any rate. A lot of it really isn't applicable on the sort of scale that AI War is on; Starcraft has tiny maps, and so you can do all sorts of clever things with field control by simple pathfinding. I've done similar things in the past with my game Alden Ridge, with 300 zombies chasing two players dynamically, actually.

If Alden Ridge was a technical difficulty of 2 out of 10 for that specific sort of case, then Starcraft would be perhaps an 8 out of 10 on that specific sort of case. Maybe a 7. AI War... AI War would be an 11, no joke. It's an obvious case for quad trees, but when you get into the number of quad trees for the number of planets in play, and the number of different kinds of ships and their various properties and most importantly firing ranges... it's something I've thought a TON about over the last two years, actually, but I haven't had any mental breakthroughs on it yet.

Draco18s

Mar 23, 2011 8:43 pm

developer   ~0011391

Like I said, maybe not good for AI War, but worth reading in any case.

Chris_McElligottPark

Mar 23, 2011 9:38 pm

administrator   ~0011393

Oh, for sure. Thinking about that sort of thing is what leads to improvements, ultimately. I just have to be cleverer than usual because of the scale of this particular game.

Issue History

Date Modified Username Field Change
Jan 21, 2011 11:44 am Draco18s New Issue
Jan 21, 2011 1:13 pm Prezombie Note Added: 0009496
Jan 21, 2011 1:18 pm Draco18s Note Added: 0009497
Jan 21, 2011 1:19 pm Draco18s Note Edited: 0009497
Jan 21, 2011 1:19 pm Red Spot Note Added: 0009498
Jan 21, 2011 1:20 pm Draco18s Note Added: 0009499
Jan 21, 2011 1:21 pm Draco18s Note Edited: 0009499
Jan 21, 2011 1:26 pm Red Spot Note Added: 0009501
Jan 21, 2011 1:32 pm Draco18s Note Added: 0009503
Jan 21, 2011 3:13 pm lyravega Note Added: 0009509
Jan 21, 2011 3:46 pm BobTheJanitor Note Added: 0009511
Jan 21, 2011 3:50 pm Draco18s Note Added: 0009512
Jan 22, 2011 1:49 am MaxAstro Note Added: 0009532
Jan 22, 2011 2:23 am Kordy Note Added: 0009533
Jan 22, 2011 7:00 am lyravega Note Added: 0009534
Jan 22, 2011 11:05 am Draco18s Note Added: 0009543
Mar 23, 2011 8:32 pm Chris_McElligottPark Note Added: 0011390
Mar 23, 2011 8:32 pm Chris_McElligottPark Status new => closed
Mar 23, 2011 8:32 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Mar 23, 2011 8:32 pm Chris_McElligottPark Resolution open => no change required
Mar 23, 2011 8:43 pm Draco18s Note Added: 0011391
Mar 23, 2011 9:38 pm Chris_McElligottPark Note Added: 0011393