Staredit Network > Forums > SC1 Map Showcase > Topic: Skewed StarCraft
Skewed StarCraft
Aug 22 2009, 10:28 pm
By: ClansAreForGays  

Aug 22 2009, 10:28 pm ClansAreForGays Post #1



Players: 8
Created in: 30 minutes

Map Download - http://www.staredit.net/?file=1494

Basically it's just melee, but altered ("altered sc" was already taken :ego:)

Force 1 gets 3/3 ups, Force 2 gets all tech researched, and force 3 gets map vision via a constant shared vision trigger.

The forces aren't auto allied, so mix alliances by other means.




Aug 22 2009, 10:30 pm Moose Post #2

Armor: 90.50%

My money's not on Force 2. I guess I'll have to play it before I can say for sure, though.
Any plans for a Force 4?




Aug 22 2009, 10:34 pm poison_us Post #3

Master has given Dobby a doctorate! Dobby is free!

Quote from ClansAreForGays
force 3 gets map vision via a constant shared vision trigger.

This means that any cloaking by ghosts and such is retarded, unless you managed to find a way to keep concealment on the stealths.

Would also make it hard for observers to go lurking :crazy:
My money's on Force 2. Force 3 appears like it'll be able to see a ling rush coming, but not much else, and I predict that the speed ups automatically present on Force 2 will rape Force 1's 3/3 auto ups.




Aug 22 2009, 10:36 pm Metalkon Post #4



Force1/Force2 are great for zergling rushing.



None.

Aug 22 2009, 10:55 pm ClansAreForGays Post #5



My money is on force 2. was think abut making a 4th force with all building/training requirements met, but it would just be "LOL MUTAS/DTS!"

I fucked up the vision trigger. Right now it just gives all players constant vision of 7 and 8... as if they needed any more of a handicap.

Here's the trigger:
Code
Trigger("All players"){
Conditions:
    Always();

Actions:
    Run AI Script("+Vi6");//turn ON shared vision for player 7
    Run AI Script("+Vi7");//turn ON shared vision for player 8
    Preserve Trigger();
}


fix plox?




Aug 22 2009, 11:05 pm ClansAreForGays Post #6



Alright I upgraded the fix with demon's suggested fix, but still untested.




Aug 22 2009, 11:22 pm ClansAreForGays Post #7



Works now, and the person with vision ended up winning. I'd definitely want to play a full game with senners to see which is the best.




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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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