Category Archives: AI

Creating a Starcraft AI – Part 15: Code Scene Investigation

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As you might have guessed, the JPS code in the previous post wasn’t entirely correct. What a shocking revelation! I mean, it found some paths some times, much slower …

Creating a Starcraft AI – Part 14: Jump point search for jumpy doggos

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What a coincidence in naming. I plan to finish my “derping around with already solved problems while not improving my bot in any meaningful way” adventure with this post. …

Creating a Starcraft AI – Part 13: A star is born

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Today’s lesson is: Always test your assumptions. A while ago, I posted a method for getting WalkPositions in a radius. I added a check for bounds outside the map, …

Creating a Starcraft AI – Part 11: Pathfinding

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The last time, I was thinking about getting the WalkPositions on a line between two points. For this, I first create a rectangle with all the WalkPositions in …

Creating a Starcraft AI – Part 10: Unseen threats, and memory

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In the last part I implemented a threat map for visible units. For unseen units, the problem is actually a little bit different. My intention is that I should …

Creating a Starcraft AI – Part 8: Making a threat map

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I decided to go forward with working on the threat map.

HashSet<UnitenemyUnits = new HashSet<(); //Currently visible enemy units
HashMap<Integer, EnemyUnitInfoenemyUnitInfo = new HashMap<(); //"Last