Starcraft 2 Automated Player
graphics.stanford.edu
graphics.stanford.edu
> The AI maintains a set of personas it adopts when fighting humans. These are designed to intimidate the person with the AI's ability to type very complicated and computationally intensive sentences in the middle of battles. Currently this feature is not well developed since it does not affect the win-loss ratio much and I've decided not to unleash the AI on hapless Battle.net players, but I may revisit it eventually.
The thread-like programs is an interesting approach, too. I wonder if the author plans to treat stale state using Bayesian belief models instead of assuming it's still correct until a scheduled poll checks it.
> For the use of Bayesian models in StarCraft AI, see my last 3 papers http://emotion.inrialpes.fr/people/synnaeve/index.html#publi... :)
It's both incredibly cool and wildly frustrating at the same time.
Personally I'm really hoping Blizzard doesn't go after things like this too actively on SC2. It's unfortunate that there's no offline place for bots to play against each other, because the competitions that arise are really fun. There's definitely less money to be made here than in, say, WoW.
At a cerebral level, I love to see bots in development for RTS's. Beyond the cool factor, it could wind up developing all sorts of new strategies and spur more high-level discussion. That said, it would really destroy the battle.net experience if bots became prolific.
Getting the DirectX graphic calls and using them is probably a much easier approach than to just looking at the final screen.
The interesting thing about this approach is that it can be applied to automate almost any computer task, by intercepting graphic primitives.
When I first read your comment, I was actually thinking about something similar as Sikuli. Sikuli might actually work for some primitive scripting events in games.
http://www.networkautomation.com/
They're very impressive, not just mouse and keyboard "macros".
I've heard people use these to implement computer game "bots" (in particular Magic: the Gathering online trade bots)
Regarding releasing replays:
>>"I'm also aware that Blizzard programmers might find the project interesting but Blizzard as a whole is obligated to not like the idea; this is also reason I've never released a replay, as this would be a clear indication I've played the bot on Battle.net (not to mention they might have a detector or two for things with 5000+ apm)."
There could be a whole separate community for SC2 AI competitions - a bit like there exists with chess.
Here is one who is unwilling to sit idly by while an official API arrives from the vendor. And for that he should be applauded. But it begs the question: when will Blizzard release an official SC2 API? Or is there a way to take Matt's work and create a 'sandbox' battle.net solely for bot enthusiasts?
Added the code to my (long) list of things to read!
So, when's the first SC2 AI competition? The nice thing about SC1 though is that there's no problem running 4 instances in VMs all on the same laptop.
I know it's just a StarCraft AI, but that sentence still sent a chill down my spine, and visions of Ghost in the Shell / similar SF.
Nonetheless, I'm totally blown away by the project! Amazing work!