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by tinco 4226 days ago
Glad to see the scene is still alive and well. Back when it was picking up I made a Ruby client to one of the server based BWAPI clients, I built a really neat Ruby API to it too. Unfortunately I invested so much time at that point the actual 'AI' I made just 6-pooled the opponent, in just 44 lines though[1]!

Lately the release of mruby made me think maybe I should try again :) (mruby seriously reduces the amount of effort required in getting Ruby to talk to BWAPI.)

1] https://github.com/d-snp/RProxyBot/blob/master/basic_ai.rb

1 comments

I used the python BWAPI client. I recently tried to get back into it but it seemed a lot more buggy and BWAPI wouldn't run on my newer Windows PC. :/

It was a lot of fun. Figuring out a base layout was the most difficult part for me. I ended up using the random function and placing buildings around my main base at random offsets. Didn't get too far with that, haha.

Yeah, silly problems like that really made being competitive with established AI's or even players hard. Just an AI that sets up a base properly and manages to build a proper army at the right timings but without any strategic insight into the opponent or even micro-decision making (which unit targets which opponent) will still do very decently, just because all the boiler plate is so much work not many AI's get to the actually being 'intelligent' part.