Myk's AI 3.5

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wscha231
Posts: 35
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Postby wscha231 » Mon Feb 15, 2010 5:52 pm

accel zerg seems like most strong zerg if its air defense is modefied. im wait for its new version :D
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Myk
Posts: 257
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Postby Myk » Mon Feb 15, 2010 7:32 pm

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Myk
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Postby Myk » Sat Feb 27, 2010 8:44 am

The next AI pack will be greatly delayed.

Why isn't there another Myk AI version out yet? Simply put, I worked really hard on another one and it turned out sub-par. I reworked it and the results were pretty good, but overall there wasn't much improvement over the 3.5 ones. So, I'm sorry if you were so patiently awaiting a new one.

Starting with the earliest versions, I wanted to turn the Zerg AI into something worthwhile instead of being viewed as the weakest SC:BW non-cheating AI. I think with AccelZerg and my WarZerg BWAI entry I've achieved that.

My goals to keep the Zerg macro going, eliminating periods of stagnation and use attack_add/prepare/do protocol for the best attack waves has proved to truly be challenging to forge them all together into one functional piece. I think I've achieved this goal, even if just scratching the surface.

I'm not done AI scripting yet! I've still got some ideas, and as long as it's fun to design or play with them, I'll most likely continue to do so when I have the time, nay-sayers and haters be damned!

Super thanks to everyone here on the forums. Without your support and/or my stealing your code, my AI would have never been as good.
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Myk
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Postby Myk » Tue Dec 20, 2011 5:13 am

Hey look, AccelZerg grew into a Pro$ script!

Still only plays ZvT.
To play, right click and save as to your /BWAILauncher/Packages/03) Racine's Rebels (Pro $) directory

[attachment=2864:AccelZerg v1.1.txt]
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Myk
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Postby Myk » Mon Jan 16, 2012 6:41 am

Here's a strict BWAIWar PvT entry. Great potential for a perfect score. Also a great study script for resource based script construction.
[attachment=2897:Myk War P v1.txt]
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Taranok
Posts: 256
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Postby Taranok » Thu Jul 05, 2012 5:42 am

bah, why are some of your scripts so gimmicky? :P
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Myk
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Postby Myk » Tue Jul 24, 2012 6:46 pm

How else should they be?
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Taranok
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Postby Taranok » Wed Jul 25, 2012 5:40 am

i don't really know, but it's not enjoyable to be beaten by dt rushes every single time.
Equalizer
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Postby Equalizer » Wed Jul 25, 2012 5:32 pm

It comes down to whether the goal is to make an AI that can maximize its chance to win or one that is interesting to play against/watch.

Both problems are really hard. Ideally solving the first one also solves the second.

I think at the moment designing a script to beat a human is a lot different from designing one that can beat another script since being unpredictable tends to be what gives people a tough time.

Obviously making a script unpredictable is rather hard.
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Myk
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Postby Myk » Wed Jul 25, 2012 5:54 pm


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