The PvT project

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Taranok
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The PvT project

Postby Taranok » Sun Dec 23, 2012 8:41 am

List of several AIs made in this thread made specifically for PvT.

by Taranok
Description: few dragoons + Zealots + carriers = win (OK maybe not versus BWAPI).

by Myk (duh!)
Description: a Meching TvP AI. likes to expand quickly.

by Taranok
Description: a Meching TvP AI.

by Taranok
Description: a buffed version of 1,71 designed to be better versus mech

by Myk
Description: just like the title says. only carriers

Screenshots:
[spoiler]
Y u no have anti-air?[/spoiler]Old versions:[spoiler]





[/spoiler]
The purpose of this thread is to explore the PvT AIvsAI matchup..and have fun!
Last edited by psychowico on Sun Dec 30, 2012 11:11 pm, edited 2 times in total.
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Taranok
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Postby Taranok » Sun Dec 23, 2012 8:42 am

Will have to add some zealots in to natural defences. I think adding more cannons doesn't work mostly because shots are wasted by overkilling a unit.

Sometimes the AI still wins after it loses it's natural because it attacks with 1-2 Carriers and wins. :D
krasi0
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Postby krasi0 » Sun Dec 23, 2012 8:35 pm

So a quick carrier rush, eh? I'll try it vs mine :)
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Taranok
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Postby Taranok » Sun Dec 23, 2012 9:13 pm

Well actually it does pretty bad against mech, because it relies on cannons for defense, and a few siege tanks could easily wipe them out. And with mech you could get goliaths. The normal AI for Goliaths are pretty bad, they seem to walk around a lot without doing much. BWAPI goliaths probably don't have this problem.

EDIT: Even defense against M+M is kinda faulty. Sometimes it works fine (Jade, Icarus), and sometimes it just fails (Byzantium). ??????????????????????? Maybe it just has to do with cannon targeting???
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Taranok
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Postby Taranok » Mon Dec 24, 2012 4:40 pm

Version 0.2 uploaded!

I'm kind of not sure if I want zealots to get speed, they seem to rush ahead of the carriers and suicide.



This version gets armor upgrades for zealots eventually. It also has a timed expand loop, which fixes the random expanding the AI used to do. Should be macroing a bit better.

In one of my test matches, it was a base trade scenario, with each AI having 1 base left, but then my AI tried to come back to defend it's base, but it was too late ;) . If it would have gone for the last Terran base, it probably would have won.
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Taranok
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Re: ZBwaiP v0.2 (Updated 12/24/12)

Postby Taranok » Sun Dec 30, 2012 11:15 pm

Does anybody have an unedited version of ZBwaiP v0.2? I got a bit careless with backing up copies, and so the version I have now actually doesn't work as well. The attachments are gone from the original site/forum, so can someone upload it and link?
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Myk
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Re: ZBwaiP v0.2 (Updated 12/24/12)

Postby Myk » Tue Jan 01, 2013 10:13 pm

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bajadulce
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Re: ZBwaiP v0.2 (Updated 12/24/12)

Postby bajadulce » Tue Jan 01, 2013 11:17 pm

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Taranok
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Re: ZBwaiP v0.2 (Updated 12/24/12)

Postby Taranok » Wed Jan 02, 2013 12:41 am

Oh wait you can still use links with the attachment numbers to retrieve the attachments? Woops, i deleted the number :|

Anyway, I think I worked out a semi-decent version that can win maybe about 60% versus the top T bots?
Basically winning or losing depends on 2 factors:
1. did it survive the early attack T does
2. does it attack before the 2nd attack T does
It seems really timing based, but essentially the AI is not terrific at defending (is any AI good at it?)

I'm trying to figure out whether to use a timed expansion loop or an attack-based expansion loop. If you care to look at the script (sorry it's so messy), there's a part under --attackloop-- where the expand(99, natural2) is commented out. If you want to test it, you'll have to uncomment it and put a stop in the --testexpandloop--


goto file -> download as
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Myk
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Re: ZBwaiP v0.2b (Updated 1/1/13) Happy New Year!

Postby Myk » Wed Jan 02, 2013 3:19 am



I, uhhh, think I broke the game?

Well, Taranok, you were right about Carriers being good, especially with upgraded shields and plating. Sometimes they get caught out in the open, but it's not too weird to find some with 10 kills and even a few with 20 kills (that's 1000 minerals worth!).

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