For any questions, email [email protected]
A Broodwar AI Developed in C++ using Visual Studio Express 2013, BWAPI and BWEM.
BWEM Differences:
- Removed all map drawings
- Applied map instance fix (found by jaj22 on SSCAIT)
- Renamed MiniTiles to WalkPosition for consistency
Information:
- Stores all useful unit information of enemy, neutral and ally units.
- Stores all Terrain information gathered by BWEM.
- Grids for efficient access of information such as ground distances.
Production:
- Follows a general build order for the start of the game
- After opening build, there are strict tech paths for each race and production buildings become independant of any build order
Micromanagement:
- Ranged units will kite melee units and other ranged units with lower range.
- Melee units will kite melee units if their health is low to try and stay alive.
- Transports can pickup and drop off any units to their targets position.
Strategy:
- Every unit has a strength metric based on health, damage and range.
- If the local strength of an area around a unit is higher, they will engage the enemy.
- If the local strength is lower, they will contain the enemy and not engage if possible.
Future Implementations:
- Moving fogged units instead of removing their known position.
- Harassment micro