| 11-19-2003, 05:14 AM | #1 |
I am not very good with programming so I was wondering if there is an made AI Editor with more powerful function. For example, check hero level, unlimited attacking waves, buy item...etc I am also quite confused about JASS. it is just writing custom script in trigger editor? It seemed that me that triggered-ran actions can slow down a computer while AI-ran actions are always smooth. |
| 11-19-2003, 07:50 AM | #2 |
Well the difference from triggers when it comes to AI is that the AI don't react on events like triggers, the AI only perform actions in mutiple threads simultanious. for exmple one thread checks what buildings and units the computer got and what it shuld build next then it do that action. and come back to check the current state agai every 3rd seond or so. And there is another thread working paralelly with the first one (meaning that they can perform actions at the same town without slowing down each other) this thread can for example check the size of the computers attack group and compare it with different targets on the map then it sends tha group to attack a creep group that it shuld be able to defeat for example. Somethning like this AI works. it is basicaly describes of a number of large loops running parallely performing checks and actions all the time, but the AI can in no way react on something in realtime like triggers does with events. That shuld make you understand why AI seems to be smoth always compared to triggers. But trust me, AI is not always smooth. :) |
| 11-19-2003, 11:37 AM | #3 |
There are no other AI editors I am aware of (except one that was made way back before TFT and did never go beyond beta). Making such a powerful editor would be lots of work. But I guess basing it on the AMAI common.ai that provides lots of functionality through rather simple interfaces would be possible. What you could try is alter the AMAI AI scripts without changing the structure. Keeping the structure it is not really programming. JASS is the scripting language that Warcraft uses to run the map. All the stuff you do in the trigger editor is translated into JASS. Even the unit placement and similar stuff is put into that map script. AI scripts are written in JASS too (or created by the AI editor and then put in JASS too). You get a performance advantage in AI in the things that are supported by special natives (functions that have been written by Blizzard that are implemented in the game itself). Unfortunately triggers do not work in AI so you get a disadvantage when it comes to reacting to events. |
| 11-19-2003, 11:56 AM | #4 |
An AI editor based off AMAI wouldn't be too hard to do... It would let you add new strategies to the existing scripts and set the chance for each strategy to be used and such... Someone should give it a try |
| 11-23-2003, 10:37 AM | #5 |
It would be really nice if someone made one. I'd give at least 150 points to whoever does it and help him with explanations on how AMAI works. |
| 11-23-2003, 10:47 AM | #6 |
I will consider it... don't expect any results at all for quite a while since I have lots of things to do at the moment. Are there any documentation about the overall design of the strategies and AMAI as a whole? |
| 11-23-2003, 10:51 AM | #7 |
I think there was a tutorial at the AMAI site which explained how to add new strats to the scripts. When I had a look through it I really felt like "damn, this would be really easy to make an advanced ai editor out of it" didn't have the time to code one though But I offer my help and assistance to everyone who is gonna start such a project |
| 11-23-2003, 11:37 AM | #8 |
The documentation about that on the AMAI site is not 100% up-to-date but mainly in the details. The overall principle has not really changed. |
