Staredit Network > Forums > SC1 Map Showcase > Topic: Impossible Adaptation
Impossible Adaptation
Apr 5 2010, 11:16 pm
By: payne  

Apr 5 2010, 11:16 pm payne Post #1

:payne:


Quote from Levels (not in the order)
Main Concepts/Modes/Themes:

#1 - Nydus Canal (Original idea: Devourer)
Description: At start, you are assigned a random Hero. After, you and your teammates can choose between 4 spawn points by placing their own Nydus Canal.
Objective: Kill all enemies.

#2 - Data Disc
Description: A hard level without anything special. Some units are already hurt as you receive them: there really isn't place to errors.
Objective: Kill all enemies.

#3 - Hunter Killer (Original idea: Kaias)
Description: You burrow, move your Queen and unburrow to pass through obstacles or even micro.
Objective: Kill all enemies.

#4 - Dropship (Original idea: Devourer)
Description: You must use a transporter to move from an isolated area to an other. You choose your own units based off "units-combo".
Objective: Kill all enemies.

#5 - Warbringer
Description: You must protect a Warbringer (with no scarabs) that runs into the enemies' army. If you fail the first time, you have a second chance on an other level.
Objective: Keep the Warbringer alive.

#6 - SCV
Description: You select random units at start. During the level, enemies and spawned at specific buildings and charges you until the buildings are dead
Objective: Kill all enemies.

#7 - Valkyrie
Description: A normal impossible scenario.
Objective: Kill all enemies.

#8 - Secret level
Description: A hard level playable only once all the other levels are done.
Objective: Kill all enemies.

Quote from Features
- Gives units of the leavers to the players still playing (only works for one level. After, you are screwed and must re-host ^^)
- User-friendly level-selection system inspired from Impossible Crepuscular
- Unique ideas

Thank you for sharing any information that could help this project ^^:
Quote
- Difficulty
- Balance
- Concept
- Terrain
- Aesthetic in general
- Did you tend to go read the Mission Objectives ?
- Have you found any bug ?

Download:

Attachments:
Impossible Adaptation_vFix.scx
Hits: 6 Size: 233.17kb

Post has been edited 4 time(s), last time on Apr 8 2010, 3:34 am by payne.



None.

Apr 7 2010, 7:41 am payne Post #2

:payne:

I've fixed a little bug and altered some things to make it clearer that it is not one of the thousands version of beta I released on B.net to test.
You can now download and enjoy! =D

We've beaten the map within 2 hours. Can you do better? ^^

Btw, feedbacks would be appreciated! ^^
(After all, this is my very first completed map)



None.

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[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?
[09:53 am]
NimoStar -- ban the bot :))
[05:17 am]
Oh_Man -- Like it doesnt even bother to build a comsat unless it sees a lurker or dt, etc
[05:15 am]
Oh_Man -- 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
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