Tag Archives: ai development

Creating a Starcraft AI – Part 17: Smoking, Unboxing, Flooding

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A slight detour from the JPS problem first. I needed a way to write tests for stuff that can only be tested in-game, so I implemented a smoke test …

Undermind Episode 11! – in which I call out the Pylon show

My guests this week were Hao Pan, Krasimir Krastev (krasi0), and MicroDK (The author of Microwave). We had a great discussion about BWAPI history, programming, and our woes. Happy listening!

The Starcraft wiki we mentioned is here.

Creating a Starcraft AI – Part 16: Improving of the Things, and curbing CPU addiction

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After getting JPS to work reasonably well in the last part, for once I decided to tidy up, and improve things on the to-do list instead of diving …

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 …

Undermind Episode 05!

This weeks episode is a little bit longer than usual. The guests were Tyr, LetaBot, and Dave Churchill. Computers were scienced a lot. Happy listening!

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