Tag Archives: creating a starcraft ai

Creating a Starcraft AI – Part 26: Byting the bullet

(This is an ongoing series. I’m referring to things I did in the previous installment. If you’re new to this, I recommend starting at the first episode.)

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I ended …

Creating a Starcraft AI – Part 24: Optimizing the pain away

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In the last episode, I left some problems unsolved. So, I’m still wrestling with pathfinding. I’m just the same way as when I first used vim – “I wish …

Creating a Starcraft AI – Part 21: Spiky stars and bad heuristics

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In the last part, I managed to work out some bugs in my in-area jump point pathfinding. Again, let’s climb up a level of my rabbit hole. The end …

Creating a Starcraft AI – Part 19: Pathfinding resulting in a rabbit hole (where cats are)

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First, a sub-problem from the last part. Given a start point, and a collection of endpoints, I’ll return the first endpoint that the flood fill reaches. This is …

Creating a Starcraft AI – Part 18: Going to ground

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This time, I’ll continue working on the ground-only pathfinding. Last time I mentioned that BWEM returns a bunch of chokepoints, which are composed of WalkPositions. It looks like this:…

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 …