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Sunken Treasure
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Untitled Scenario.
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Filename: Doodads Compilation.scm
Filesize: 52.84KB

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File Information
General
Uploaded on:Nov 17 2009, 11:23 pm
Uploaded by:payne
Author:|557|
Downloads:629

Map-Data
Tileset:Jungle
Dimension:128x128

Forces
Force 1
Rescuable (Zerg)
Rescuable (Terran)
Rescuable (Protoss)
Rescuable (Zerg)
Rescuable (Terran)
Rescuable (Protoss)
Rescuable (Zerg)
Rescuable (Terran)
Force 2
Force 3
Force 4

Map-Statistics
Units:0
Triggers:0
Locations:1
Strings:516
File Description
Basically, this map contains a lot of small pieces of blends/doodads (only for Dirt and High Dirt) that you can copy+paste into your terrain. It also gives a huge piece of Dirt intensive-doodads placement.

Works from samsizzle, WoodenFire and payne.

http://www.staredit.net/topic/7800/ <-- The brush "Doodads" contains even more stuff and the totality of this map

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Comments
samsizzle wrote on Nov 20 2009, 9:22 pm:
alright i see how it is

payne wrote on Nov 18 2009, 8:32 pm:
I've made this with the brush in mind.
The point was to have little pieces of things used a lot when placing doodads so that I can open the brush, select a random shit, place it randomly, select an other random shit and place it randomly again... it's not really a doodad compilation, the file name is somewhat wrong ;)

And you better be working on that tutorial, it is an important one! >:O

samsizzle wrote on Nov 18 2009, 7:54 pm:
Lol payne I dont think this is really a proper doodad compilation, i mean you just copied and pasted whole pieces from other stuff that only applies to a very narrow view of terraining. Im working on my tut by the way.

[02:55 pm]
Oh_Man -- another arty stream
[02:49 pm]
Oh_Man -- it doesnt need maphack. the person who stole it and is using it on the ladder is using it with maphack. all its training was done with normal fog of war
[01:28 pm]
NimoStar -- Unless specifically logged and retrained. But that wasn't in the original version. It just played itself
[01:28 pm]
NimoStar -- it has a static training, which is converted into weights. it doesn't actually learn from new games.
[01:16 pm]
NudeRaider -- but it would explain why that bot needs cheats to win
[01:05 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
oh but alphastar training was *very* cpu intensive.
[12:16 pm]
Oh_Man -- inference vs backpropogation
[11:31 am]
Oh_Man -- No training is very computational expensivr it doesnt train in real time tht culd actually be used against it
[11:11 am]
NudeRaider -- Oh_Man
Oh_Man shouted: Hope that makes sense. Also artosiscast just dropped a 1 hour vid he analayses a bunch of its games. The TLDR is the maphack is responsible for a large percentage of its wins because its just hard countering zerg rushes
People keep mentioning it's a bot using reinforced self-learning (or w/e the correct term is) but I wonder, does it still actively learn now that it is deployed? How does that work? Or was it trained on like 100k games playing against itself and now training is finished and its capabilties are now static?
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