Starcraft 2 custom games against computer


















It only takes a minute to sign up. Connect and share knowledge within a single location that is structured and easy to search. In Starcraft 2 there are two ways to set up a game against the computer; you can choose "Play versus A.

What are the differences between these two ways to create games against the computer? Does one have any advantages over the other? I's or humans, or a mix of both. One important aspect of a custom game is the ability to choose options before the game starts such as map, speed and in particular race. If you want to practice your TvP on Cloud Kingdom vs a hardest AI at fastest speed you can select exactly those conditions.

Player vs AI is random map and random opponent. Sign up to join this community. Instead, these functions are efficiently fulfilled through biological adaptation and planned mutation. Swift melee attackers that spawn in pairs.

Adept at ambushing small groups of enemy units. Versatile air units that attack both ground and air. Better at skirmishes and harassment than head-on engagements. Titanic ground unit with blades that deal area-of-effect damage. Durable but slow. Ancient, noble warriors with a golden armada and advanced psionic technology. For thousands of years, the ancient and mysterious protoss have held sway over their part of the galaxy.

Individual protoss warriors are unsurpassed in their skills and courage, greatly enhanced by the combination of technology and formidable psionic strength. Basic melee attacker that forms the core of every Protoss ground army.

Can be upgraded to quickly close distance on evasive targets. Advanced spellcaster that wreaks havoc on clumped enemies with Psionic Storm. The pinnacle of Protoss technology: a capital ship carrying short-range Interceptors that attack both air and ground. Whether you prefer a cinematic story campaign, best-in-class multiplayer competition, specialized custom games in the Arcade, or social and collaborative Co-op, StarCraft II has a mode for you.

Save the galaxy from emergent threats in full-length Terran, Zerg, and Protoss campaigns. Team up with a friend to tackle epic missions as diverse, specialized commanders.

Here are three ways to get started in StarCraft II without spending a dime. Complete the Wings of Liberty campaign on Casual. Below are some gaming computers with images that show how many games will run on each. Each computer was tested against the minimum and recommended requirements of over 8, of the latest PC games.

Click here for more options. We just sent you an email. Please click the link in the email to confirm your subscription! OK Subscriptions powered by Strikingly. Starcraft 2 Player Vs Computer. Overview This project compiles to d3d9Callback. There are three main components of the AI, each of which relies heavily on the previous component: Mirror Driver — In order to understand what is being rendered, the AI maintains its own copy of all graphics objects.

This means it has its own copy of all the textures, shaders, and device state that will be relevant to decision-making. Scene Understanding — The AI maintains a wide amount of high level information about each frame.

Every time the mirror driver receives a new render call, based on the type of call and the current state of the graphics pipeline, the call is processed and recorded. For example, the AI maintains a list of all units on screen, the current action buttons, the currently selected units, the presence of the idle worker or warp gate button, the current minimap, etc.

Decision Making — Once the frame render is completed, the AI needs to decide on an action to take based on what it can currently observe. This high-level view is where the brains of the AI rests. In order to act intelligently a significant amount of persistent state about the current game is maintained, such as the content of all control groups, all units that the AI has built, and all enemy units that have been observed. The AI uses an entity-based decision making process, where each entity gains atomic control over the keyboard and mouse input for a limited period of time, and a task scheduler decides which entity should have access next once the previous entity surrenders control.

Here is a list of graphics objects that the mirror driver maintains and what they are used for: Textures — Textures are the easiest and most reliable way to identify a render event. I maintain a comprehensive database that maps textures to names. Whenever a new texture is encountered, it is looked up in the database of known textures. If the texture is known, only its name for example 'mutalisk HUD icon' is stored.

Sometimes the texture is discarded outright; for example, it might be a procedurally generated texture. Other times the entire texture might need to be stored; for example, fonts need to be stored so on-screen text can be read see below. If the texture is not already known and cannot be classified as procedurally generated or a font, it is dumped to a 'Captured Textures' directory for future classification. Vertex and Index Buffers — The vertex and index buffers contain the raw vertex and index data.

Without these the AI wouldn't know how to assemble the rendered geometry into sets of triangles. Vertex and Pixel Shaders — Vertex shaders define the mapping from raw vertex data to the screen coordinate of each vertex. Knowing this mapping is necessary because if we don't know the screen coordinates of a render event, we won't be able to click on it, and spatial reasoning is important for building placement and micromanagement.

The pixel shader is less important; we rarely need to know the exact color of a pixel, which is good because rasterizing the screen in software would be expensive.

The times where we do need to know the exact pixel such as fonts , the pixel shader operation is generally very simple texture copy. Unfortunately, the interceptor doesn't have access to the original HLSL code; all the interceptor is able to acquire is the shader's compiled bytecode which I wrote a simple disassembler, interpreter, and compiler for.

Device State — All D3D devices contain a large amount of internal state. These include the current viewport, the current render state variables i. SetRenderState calls , which shaders, geometry buffers, and textures are currently bound, the pixel and vertex shader constants, and more. This state is central to scene understanding; for example, the currently bound textures are used to classify render events, and the pixel shader constants are used to identify the color of a rendered unit.

Sample Frame Capture A common development scenario goes something like this: 'The AI needs to know some graphical property X about the current frame. Specifically, the following information is acquired: Units — All rendered units and their screen-space extents, player color, etc.

As can be seen in render events 19 and 20 in the table, a single unit's texture may be used in multiple render events. So to avoid counting a single unit multiple times, a unit render event is identified by a unit's texture being bound and a specific number of triangles being rendered. Text — All text is captured using the method above. Text is classified based on the screen coordinates of the event. Important text events include the current resource levels, the selected unit's name, HP, Energy, and Shields, the number of idle workers and idle warp gates, enemy chat text, etc.

Portraits — When multiple units are selected, they show up as a set of portraits in the unit info region. These are all recorded, as well as various properties such as the health of each unit, and for production buildings the number of units currently in production. Building Queue — When a production building is selected, the contents of the build queue are stored.

Health Bars — All health, energy, and shield bars are saved and then a matching between units and health bars is constructed. Action Buttons — The grid in the lower right, which stores all available actions, is saved.

It is also noted whether each button is active, disabled, cooling down, out of energy, or selected. Minimap — The minimap is periodically captured, along with the location of the viewport rectangle. HUD State — Various other aspects of the HUD are recorded, such as the presence of the idle worker or warp gate buttons, and the number of levels in the selected control group.

Decision Making The AI decides what actions to take by combining information about the current frame with a large amount of knowledge it maintains about the state of the current game. Periodically approximately every five seconds this thread submits a program that checks the contents of all ten control groups. This helps the AI realize when buildings have been destroyed, which production buildings are not producing units, etc. This program only checks the 1st level of each control group.

Army Check — The AI frequently queries all levels of the army control group. This is used to make retreat and assault decisions. This is separate from the control group check program so that the frequency of these two programs can be decoupled. Army — This thread submits programs that order the entire army to retreat or attack.

It is also in charge of scouting with one of the army units. Cancel X. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.

I feel really dumb right now. I'm probably just overlooking a button but hell if I know which one. HydroCannabinol 8 years ago 2. Blizzard removed the feature due to the popularity of ladder. A sound business decision.



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