Re: Skirmish AI: E323AI v3.14.3 - High Templar
Posted: 28 Nov 2009, 14:26
Map - Tournament Desert.
1v1, top vs bottom, Core vs Arm.
I noticed something extremely weird at a later stage of the game, when both sides got one t2 factory (kbot) and Core started to build Mohos and Plants. What was weird is that both AIs started spamming metal makers, but didn't have enough free energy to use even one.
Also, this metal maker spam combined with lots of construction units near factories blocked units which tried to go outside the base and fight. It's especially a nuisance now, when the AI seems to be much more defensive. What's even more funny, at some stage their construction bots completely stopped building any metal extractors on mohos, even if scout units from both sides successfully wiped out all of them outside main bases. Not to mention after t2 AI seems to be less aggressive overall and spend a lot of time manoeuvring it's units back and forth, a bit undecided whether to attack or not - perhaps it's more of an issue with the fact that I put your AI vs your AI and versus real human it would be something else.
There is also a problem with lack of almost any placement of defensive buildings outside first L.L.T./H.L.L.T. in the main base ... they build them too late (once many of their extraction spots got destroyed more than 5 times already) and don't invest in any variety of defenses. Often, AI doesn't care about enemy scouts plundering it's metal spots at all, while single L.L.T. on the spot would solve the problem by big part.
So:
- AI doesn't build mohos and metal extractors in some state after first t2 lab at all
- AI is too defensive with it's offensive mobile units while it should push with them for the enemy
- AI is blocking it's units in the base with hordes of con units
- AI builds way too many structures close to it's factories (only exceptions should be single 'guardian' L.L.T. and mexes/mohos)
- AI still builds way too many con units
- AI could put their con units to better use outside assisting factories (tip: nano towers), e.g. building fortifications near metal spots and on hills, building up the economy
- AI is mindlessly spamming metal makers, while it would do much better to ignore them (unless map has no metal spots) and just push for moho metal makers (tip: first AI should make sure it has enough energy and then build metal makers, it should also ignore building them while it can still freely expand and fortify it's mexes ... it shouldn't build metal makers either while it can upgrade metal extractors with mohos)
- AI doesn't put much notice to enemy units raiding it's mexes, lack of fast and smart basic fortifications placement
- lack of placement of advanced defensive structures like Guardians in a stalemate
- bugged commander assisting factory, he will nanolathe for a second then stop and repeat again
That game also crashed for me later, for no apparent reason.
Replay - http://www.mediafire.com/?yyrjjzhna0k
PS. Don't give up, it's absolutely normal to feel hopeless sometimes. 'Ground-breaking' new features tend to be put off on to a shelf in most cases anyway. I would say refinement of what we currently have is much more important, as there is much potential left to discover, not to mention air, naval and defense placement aspects (berthas, nukes, anti-nukes, long-range jammers ... there is much room left, the problem is not only in what is build, but mainly where and how).
1v1, top vs bottom, Core vs Arm.
I noticed something extremely weird at a later stage of the game, when both sides got one t2 factory (kbot) and Core started to build Mohos and Plants. What was weird is that both AIs started spamming metal makers, but didn't have enough free energy to use even one.
Also, this metal maker spam combined with lots of construction units near factories blocked units which tried to go outside the base and fight. It's especially a nuisance now, when the AI seems to be much more defensive. What's even more funny, at some stage their construction bots completely stopped building any metal extractors on mohos, even if scout units from both sides successfully wiped out all of them outside main bases. Not to mention after t2 AI seems to be less aggressive overall and spend a lot of time manoeuvring it's units back and forth, a bit undecided whether to attack or not - perhaps it's more of an issue with the fact that I put your AI vs your AI and versus real human it would be something else.
There is also a problem with lack of almost any placement of defensive buildings outside first L.L.T./H.L.L.T. in the main base ... they build them too late (once many of their extraction spots got destroyed more than 5 times already) and don't invest in any variety of defenses. Often, AI doesn't care about enemy scouts plundering it's metal spots at all, while single L.L.T. on the spot would solve the problem by big part.
So:
- AI doesn't build mohos and metal extractors in some state after first t2 lab at all
- AI is too defensive with it's offensive mobile units while it should push with them for the enemy
- AI is blocking it's units in the base with hordes of con units
- AI builds way too many structures close to it's factories (only exceptions should be single 'guardian' L.L.T. and mexes/mohos)
- AI still builds way too many con units
- AI could put their con units to better use outside assisting factories (tip: nano towers), e.g. building fortifications near metal spots and on hills, building up the economy
- AI is mindlessly spamming metal makers, while it would do much better to ignore them (unless map has no metal spots) and just push for moho metal makers (tip: first AI should make sure it has enough energy and then build metal makers, it should also ignore building them while it can still freely expand and fortify it's mexes ... it shouldn't build metal makers either while it can upgrade metal extractors with mohos)
- AI doesn't put much notice to enemy units raiding it's mexes, lack of fast and smart basic fortifications placement
- lack of placement of advanced defensive structures like Guardians in a stalemate
- bugged commander assisting factory, he will nanolathe for a second then stop and repeat again
That game also crashed for me later, for no apparent reason.
Replay - http://www.mediafire.com/?yyrjjzhna0k
PS. Don't give up, it's absolutely normal to feel hopeless sometimes. 'Ground-breaking' new features tend to be put off on to a shelf in most cases anyway. I would say refinement of what we currently have is much more important, as there is much potential left to discover, not to mention air, naval and defense placement aspects (berthas, nukes, anti-nukes, long-range jammers ... there is much room left, the problem is not only in what is build, but mainly where and how).