Search found 58 matches

by kovarex
Thu Jan 19, 2017 7:06 pm
Forum: AI development (BWAPI Bots)
Topic: Muta stacking command processing and other questions.
Replies: 1
Views: 1327

Muta stacking command processing and other questions.

Muta micro So I started to do my own bot, and now I'm in the phase of the muta micro implementation. I expected the muta stacking part to be easy for the bot, but for some reason, it doesn't work that well. I have a test map with 11 mutas and overlord in the corner, I always order all the mutas tog...
by kovarex
Tue Oct 21, 2008 12:36 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: BWAPI build locations
Replies: 6
Views: 1544

[quote name='Heinermann' post='5280' date='Sep 19 2008, 08:00 PM']Yep, he just updated the repository for 1.15.3.[/quote] Huh, didn't die so far :) I just made the interest running cyrcle over over several other things, now I will be active in the project for some time again :) Edit: One of those ne...
by kovarex
Tue Oct 21, 2008 12:27 pm
Forum: StarCraft Modding
Topic: BWAI feedback
Replies: 2
Views: 1032

[quote name='Heinermann' post='5290' date='Sep 22 2008, 02:48 PM']EDIT: Priority doesn't work. EDIT2: Priority DOES work. :D[/quote] "Does not" I know because I'm the one to implement it, the priority system will solve a lot of trouble and about other things, ifcourse there are lot of flaw...
by kovarex
Mon Jul 07, 2008 4:33 pm
Forum: AI development (BWAPI Bots)
Topic: Micro and ai
Replies: 7
Views: 2116

[quote name='lowerlogic' post='4593' date='Jul 6 2008, 12:00 PM'][quote name='Killer_Kow' post='4592' date='Jul 6 2008, 09:28 AM']This would be really fun to see; especially if you could have multiple harassment groups all around the map wreaking havoc on the player :P[/quote] Yeah I got something w...
by kovarex
Mon Jun 30, 2008 5:41 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: Terrain Analysis
Replies: 24
Views: 5265

Wow you got really nice results there [quote name='lowerlogic' post='4569' date='Jun 26 2008, 02:53 PM']Also, I keep track of the paths from the Dijkstra search. So each walkable tile also points to its parent, which is good for finding the path to the nearest unwalkable tile (not usually useful, bu...
by kovarex
Thu Jun 26, 2008 4:14 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: Terrain Analysis
Replies: 24
Views: 5265

Nice, good that someone else was able to understand the code and use it easily to implement some algorithm. Here is the way I think it could work. There would be something like MapInfoLoader and it will try to load the xml definition with prepared info, and if it doesn't exist for the map, it will u...
by kovarex
Thu May 29, 2008 2:34 pm
Forum: StarCraft Modding
Topic: Related to bw reverse engeneering
Replies: 12
Views: 3457

EDIT: removed question, I was stupid enough to count lower 4 bytes with (value & 0x8)
by kovarex
Sat May 24, 2008 11:40 pm
Forum: StarCraft Modding
Topic: Related to bw reverse engeneering
Replies: 12
Views: 3457

I would like to know how to get the mini-tile data http://www.staredit.net/wiki/Terrain_Format says, that the CV5 structure (that I have already mapped) contains this: 16 Words - MegaTile References (VF4/VX4) I guess these are 16 pointers [indexes] of tiles in the tile group, but what is the address...
by kovarex
Fri May 23, 2008 7:06 pm
Forum: AI development (BWAPI Bots)
Topic: Micro and ai
Replies: 7
Views: 2116

Micro and ai

I'm trying to gather theoretical knowledge related to micromanagement now. 1)The biggest problem seems to be that solving the way to move to not get stucked while taking enemy possible moves in consideration looks like np-complex problem to me, so there might be some heuristics, most situations are ...
by kovarex
Thu May 22, 2008 9:15 pm
Forum: BWAPI (wrappers in other languages / questions and announcements related to BWAPI itself)
Topic: Ai as c++(or other) program controlling units
Replies: 103
Views: 21924

So I managed to make the "ai" to build supply depots according to definition in the xml file for the current map, they sometimes act stupid, or stuck (when 2 scvs want to build supply on the same place), but there is easy way how to resolve these things. http://code.google.com/p/bwapi/down...

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