BWAI Launcher and history of the BWAI Project.

What is the BroodWarAI Project?
The BroodWarAIProject is a team of StarCraft artificial intelligence enthusiasts whose objective is to create a superior version of BroodWar AI. The project's beginnings involved modifying AI scripts with Gold Dragon's SCAIEdit3. Racine refined his now legendary 3.0 "pro league" AI in this first generation of BWAI, while bajadulce's dedication to non-cheating scripts and converting popular Total Conversions such as Adam Casarra's Open Rebellion, swept through the newly created forums attracting the casual SC gamer and modding hobbyist alike.

Physician's (aka Entropy and founder of the BWAIProject) commitment to the SC community and his far reaching articles have made BWAI a special part of Starcraft's History. BWAI is the most recognized and downloaded SCraft mod of all time. Last count was well over 800,000 world wide downloads over the project's 3 generations. The project has always been dedicated to Bob Fitch, creator of the original SCraft AI.

Heinermann teamed with Ahzz to experiment with AI Fusion. Ahzz, a distinguished ICCUP player, and Heinermann known for his dedication to UMS mapping theory made for a great team. While the AI fusion project never materialized, its buzz attracting the attention of the next generation of members as well as fueled the dream of pursuing that perfect computer opponent.

One such member was poiuy_qwert who developed PyMS, a complete modding package written in python. PyAI expands the capabilities of traditional scripting making writing scripts that much easier. PYAI is now the standard AI modding tool used for all BWAI.com scripting. Ashara and Archon_Wing are 2 veterans of this now perfected AI compiler that would pave the way for new BWAI.com recruits such as Easy_Chat, IskatuMesk, Myk, JH24, Zelduck, Peppe, Avance, Panda, Equalizer, and a host of others too long to list individually.

Kovarex would turn the SC world upside down with BWAPI, a hack that basically runs alongside SC inputting functions and "buttons" just as a human would, but with GODLY speed. The project eventually was turned over to Heinermann and lowerlogic, who were now in charge of the reigns. Heinermann being the reverse engineering guru and lowerlogic the C++ master programmer brought the crude project to its eventual Beta release. After much time and energy invested, the BWAPI and its members have grown exponentially and is currently being used in an AI competition spearheaded by the University of California Santa Cruz. This is the future of BWAI!
LINKS to BWAI related threads around the community:
BWAIGold @ TL.net
L_Master's TL.net Blog
Physician's TL.net Entropy2 Blog


NEW !!!
Resident tools developer poiuy_qwert has developed a new program called the BWAI Launcher. This program is everything we could hope for in a launcher and is most likely the final version of the BWAI series and successor to BWAI Gold. What makes this tool so useful is that everything we've done over the past half decade can be archived in this simple to use program as well as any future updates by our members. Most importantly, you the fan have control as to what scripts you want to compile and play. Never before have we had this much freedom to archive, launch, and mix-match any script from our entire database!

Download:
BWAI Launcher.zip ~ 6 mb
Latest update: Feb 19, 2010
BWAI Launcher Support/Bug Report

Planar Erratus Latest News and Happenings.

.
Yeah! After working on and off for the past 2 years, a limited demo version will be available for those interested. This release is intended to test the basic graphics and general workings of the mod. Much more is planned and in the works, but this stage of the mod seems like a good place to at least begin interaction with fellow modders.


Overview:
PEAI is a simple to learn dungeons and dragons mod designed so the casual gamer will be able to jump right in without being overwhelmed by complex tech trees or alienating interfaces. Unique to PEAI, all default spellcasters have been reserved for the cpu. This means you will be wrestling a computer with access to psi-storm, lockdown, stasis, scanner sweep, plague, spawn broodlings, disruption web, emp, mind control, and all the other nasty spells SCraft can throw at you. As such, PEAI is unlike your typical brute force "macro" AI. You will be surprised at how effective the computer is with just a few units. And not because these units have godly hit points or large damaging weapons, (they in fact have smaller HP than the player) but due to their powerful magic.

Once you master the AI and learn the ropes (won't take long), find a playing partner to experience all the sabotage and counters that only a player vs. player game can provide.

LATEST UPDATE: Beta v1.1

Download:
removed pending official release
* Updated Dec 7, 2009
* requires SCraft BWar v1.16.1
* Can be played on current Bnet!
* 3 Difficulty AI levels to choose from.
* English only at this time.

Links:
PEAI WebSite

Battle Ready with AI!

Greetings everyone! I'm back from my very prolonged absence from starcraft modding, however I return with a small mod I've been working on and perfecting for the last few months.

I've never been good at naming things, however I thought 'Battle Ready' explained the mod specifically, since you need to be 'battle ready' in order to stay alive for more then a few minutes.

The basis of the game is that each faction (Protoss, Zerg and Terran) only have their command structure as their soldier training facility, however you may construct additional defense systems and structures that house upgrades for your units, you need these buildings in order to build some of the stronger units available to you.

There is an AI that comes with the mod, I made it myself (biggrin.gif) but I am still perfecting and working out of their bugs and what not. However, I think they will be giving you a very rough challenge. They did for me D:!


Part of a fairly large Zerg empire


Futile Zerg Incursion


Protoss Opposition


Near Hopeless Defense


What inspired me to make this mod, was another mod similar to this made by this guy, I don't remember what his name was before he changed it. It was the same mod that inspired me to begin AI scripting as well.

Download Link
EDIT: Play on Patch 1.15.1 plox.

There are still a lot of issues within both the Game and the AI. Balancing being one of those main issues and sometimes the AI will go a bit funky and do very strange things, especially the Zerg and Protoss bots.

Enjoy!

PS: I'm going to be making a large series of these types of mods with functional AI's. I'm working on one atm, and it will be released sometime in the future.

War Hammer AI

The code:
CODE
# stat_txt.tbl entry 1342: Terran Expansion Custom Level<0>
TMCx(1342, 101, aiscript):
start_town()
transports_off()
farms_notiming()
#if DEBUG
debug(WH Start, Standard War Hammer AI Loaded)
#endif

--WH Start--
build(1, command_center, 150)
wait_buildstart(1, command_center)
build(4, scv, 130)
wait_buildstart(4, scv)
build(7, scv, 80)
wait_buildstart(7, scv)
build(1, barracks, 80)
wait_buildstart(1, barracks)
build(8, scv, 80)
wait_buildstart(8, scv)
build(1, supply_depot, 80)
wait_buildstart(1, supply_depot)
build(10, scv, 80)
farms_timing()
defenseuse_gg(1, marine)
defensebuild_gg(1, marine)
train(5, marine)
build(14, scv, 80)
wait_buildstart(14, scv)
multirun(scv)
build(1, refinery, 80)
wait_buildstart(1, refinery)
wait_build(1, barracks)
multirun(Rine Attack)
build(1, academy, 80)
wait_buildstart(1, academy)
multirun(SCANSCANSCANSCANSCANSCANSCANSCANSCANSCANSCAN!!!!!!!!!!!!!!!!)
multirun(For the Rines)
build(1, engineering_bay, 80)
wait_buildstart(1, engineering_bay)
multirun(Air?)
multirun(tech up 1)
build(2, barracks, 80)
wait_buildstart(2, barracks)
wait(200)
goto(WH Rep)

--WH Rep--
build(3, barracks, 80)
wait_build(3, barracks)
wait(200)

build(2, factory, 80)
wait_build(1, factory)
wait(200)

build(1, armory, 80)
wait_buildstart(1, armory)
multirun(ArmUp)
train(5, vulture)
build(2, machine_shop, 80)
wait_build(2, machine_shop)
wait(200)

defenseuse_gg(1, siege_tank)
defensebuild_gg(1, siege_tank)
defenseuse_gg(1, goliath)
defensebuild_gg(1, goliath)
multirun(Vultanks)
train(10, siege_tank)
train(10, marine)
train(8, goliath)
goto(WH Prep)

--WH Prep--
attack_add(5, vulture)
attack_add(6, siege_tank)
attack_add(5, goliath)
attack_add(10, marine)
clear_combatdata()
attack_prepare()
wait(2000)
goto(WH Nom)

--WH Nom--
clear_combatdata()
attack_do()
attack_clear()
clear_combatdata()
wait(50)
multirun(WH Fwiiing)
wait(2500)
multirun(Exposition)
multirun(WH MoarBuildins)
goto(WH Continue)

--WH Continue--
expand(1, WH ExpoRun1)
stop()

--WH ExpoRun1--
start_town()
build(1, command_center, 200)
wait_buildstart(1, command_center)
wait(1200)
build(1, refinery, 120)
stop()

--WH MoarBuildins--
build(1, starport, 75)
wait_buildstart(1, starport)
multirun(WH AirAssault)
build(1,science_facility, 65)
wait_buildstart(1, science_facility)
wait(200)
multirun(Exposition)
wait(9800)
goto(FTW)

--SCANSCANSCANSCANSCANSCANSCANSCANSCANSCANSCAN!!!!!!!!!!!!!!!!--
build(1, comsat_station, 100)
wait_buildstart(1, comsat_station)
stop()

--For the Rines--
wait_build(1, academy)
tech(stim_packs, 120)
wait(1500)

upgrade(1, marine_range, 120)
stop()

--Air?--
wait(100)
enemyowns_jump(starport, Turrets)
enemyowns_jump(stargate, Turrets)
enemyowns_jump(spire, Turrets)
enemyowns_jump(greater_spire, Turrets)
goto(Air?)

--Turrets--
notowns_jump(engineering_bay, get bay for turts)
wait_build(1, engineering_bay)
build(10, missile_turret, 120)
wait_buildstart(10, missile_turret)
stop()

--get bay for turts--
build(1, engineering_bay, 235)
wait_buildstart(1, engineering_bay)
goto(Turrets)

--tech up 1--
wait_build(1, engineering_bay)
upgrade(1, t_infantry_weapon, 80)
wait(4500)

upgrade(1, t_infantry_armor, 80)
stop()


--Rine Attack--
train(25, marine)
attack_add(20, marine)
clear_combatdata()
attack_prepare()
wait(1500)

clear_combatdata()
attack_do()
attack_clear()
wait(50)

clear_combatdata()
stop()


--Vultanks--
wait_build(1, machine_shop)
upgrade(1, vulture_speed, 75)
wait(2000)

tech(siege_mode, 120)
stop()


--ArmUp--
wait_build(1, armory)
upgrade(1, t_vehicle_plating, 80)
wait(4500)

upgrade(1, t_vehicle_weapon, 80)
wait(4500)

wait_build(1, science_facility)
upgrade(2, t_infantry_weapon, 80)
wait(5000)

upgrade(2, t_infantry_armor, 80)
wait(5000)

upgrade(1, t_ship_weapon, 80)
wait(5500)

goto(Moar Armoar)


--Moar Armoar--
upgrade(1, t_ship_plating, 80)
wait(3500)

upgrade(2, t_vehicle_plating, 80)
wait(3500)

upgrade(3, t_infantry_weapon, 80)
wait(4000)

upgrade(2, t_ship_weapon, 80)
wait(5000)

upgrade(3, t_infantry_armor, 80)
stop()

--WH AirAssault--
wait_build(1, starport)
train(7, wraith)
attack_add(7, wraith)
wait(45)
multirun(WH Attack)
wait(120)
goto(WH AirAssault)


--WH Fwiiing--
train(5, vulture)
wait(200)
defenseuse_gg(1, siege_tank)
defensebuild_gg(1, siege_tank)
defenseuse_gg(1, goliath)
defensebuild_gg(1, goliath)
multirun(Vultanks)
train(10, siege_tank)
train(10, marine)
train(8, goliath)
attack_add(5, vulture)
attack_add(6, siege_tank)
attack_add(5, goliath)
attack_add(10, marine)
clear_combatdata()
attack_prepare()
wait(2000)
clear_combatdata()
attack_do()
attack_clear()
clear_combatdata()
wait(50)
goto(WH Fwiiing)

--Exposition--
expand(99, Exposition Part 2)
stop()

--Exposition Part 2--
start_town()
build(1, command_center, 200)
wait_buildstart(1, command_center)
wait(1200)
build(1, refinery, 120)
stop()

--FTW--
train(25, marine)
train(12, siege_tank)
train(18, vulture)
train(8, goliath)
attack_add(25, marine)
attack_add(12, siege_tank)
attack_add(18, vulture)
attack_add(8, goliath)
send_suicide(1)
wait(400)
multirun(scv)
wait(12000)
goto(FTW)

--scv--
wait_build(1, command_center)
build(1, scv, 100)
wait_buildstart(1, scv)
build(2, scv, 90)
wait_buildstart(2, scv)
build(3, scv, 90)
wait_buildstart(3, scv)
build(4, scv, 90)
wait_buildstart(4, scv)
wait(220)

build(5, scv, 80)
wait_buildstart(5, scv)
wait(220)

build(6, scv, 80)
wait_buildstart(6, scv)
wait(220)

build(7, scv, 80)
wait_buildstart(7, scv)
wait(220)

build(8, scv, 80)
wait_buildstart(8, scv)
wait(220)

build(9, scv, 80)
wait_buildstart(9, scv)
wait(220)

build(10, scv, 80)
wait_buildstart(10, scv)
wait(220)

build(11, scv, 80)
wait_buildstart(11, scv)
wait(220)

build(12, scv, 80)
wait_buildstart(12, scv)
wait(220)

build(13, scv, 80)
wait_buildstart(13, scv)
wait(220)

build(14, scv, 80)
wait_buildstart(14, scv)
wait(220)

build(15, scv, 80)
wait_buildstart(15, scv)
wait(220)

build(16, scv, 80)
wait_buildstart(16, scv)
wait(220)

build(17, scv, 80)
wait_buildstart(17, scv)
wait(220)

build(18, scv, 80)
wait_buildstart(18, scv)
wait(220)

build(19, scv, 80)
wait_buildstart(19, scv)
wait(220)

build(20, scv, 80)
wait_buildstart(20, scv)
wait(220)

build(21, scv, 80)
wait_buildstart(21, scv)
wait(220)

build(22, scv, 80)
wait_buildstart(22, scv)
wait(220)

build(23, scv, 80)
wait_buildstart(23, scv)
wait(220)

build(24, scv, 80)
wait_buildstart(24, scv)
wait(220)

build(25, scv, 80)
wait_buildstart(25, scv)
stop()

--WH Attack--
clear_combatdata()
attack_prepare()
wait(2000)

clear_combatdata()
attack_do()
attack_clear()
clear_combatdata()
wait(50)
stop()

.txt of Code:
Attached File War_Hammer_T_1.0.txt (7.12K downloaded 162 times)

yunharlas zerg ai

hello everyone im just new in bwai-creation and wanted to show you
my wip ai (it surely needs some improvements) the idea of it is that
zerg should gain a smart and total random ai currently it just spawns
some zerglings randomly and does a random rush with them
oh and ofc expansions (except the first) are placed randomly too biggrin.gif
(i attached a replay of the current version :-))

what needs to be done:
-it needs to get alot faster (btw does anybody know how i could cancel buildings,so i could do the 10/9 food thingy???)
-add the complete buildtree
-add some real nasty tactics like lurkerdrop etc (if possible)

any feedback would be nice smile.gif

Current BWAILauncher Version:
Attached File Yunharlas_Z.txt (1.95K downloaded 194 times)
v1.0 for Entropy AI

here's a replay: :-)
Attached File yunaivsyunai_v1.0.rep (75.09K downloaded 181 times)



...read more

Mirage Coordinator 1.7-- Extreme Protoss and Terran Cheating AI

Anyhow, I came up with a silly little cheating AI to combat other extreme AIs, and edited a bit more tonight. The script is a terrible, terrible mess. It seems to have worked pretty well though, maybe even playable in a Xv1 challenge. It might be a useful ally against the other extreme ones. I don't really expect it to do very much as it'll be soon figured out, and it's likely it already has. And indeed it is quite retarded, but hey. wink.gif



It's written completely from scratch, except some random crap I posted from my noncheating Toss AI.
Updated Terran script to 1.2, crashing due to too much something... most likely nukes.

Note that this script isn't for 1v1, unless you really are that good. laugh.gif
BWAIlauncher file here:
Attached File  Mirage Coordinator.zip (11.23K downloaded 267 times)

1.7-- Attempted to expand
Also added a cheating terran AI--Miracle Invocation

Unzip directly to the BWAIlauncher folder. It will be under 04) extreme for the vs human version and 02) BWAIWar for the AI vs AI (as $ Archon_Wing P.txt The vs human version is slightly toned down and attacks very slowly.


Make sure you are using the latest BWAI launcher http://www.broodwarai.com/forums/index.php?showtopic=452 to make sure the files are all in the right place.

Read more...

ZAPOC 7.4 + Mighty Crusader 1.5 (Top post)

ZAPOC 7.0 is a script derived from the ashes of ZONS. My most difficult and final effort to create a functional Extreme Zerg to end all Zergs.

Screenshots of the scrapped version when it was still functional.




I am employing the attack code proposed by Myk in one of his scripts that works in segmented spasms and with killable threads. It works moderately well. But the problem now is getting the AI to tech fast and upgrade, or even build evolution chambers reliably.

After about 8 hours of screwing around with the script I eventually rendered it completely broken and irrecoverable. So what I'm going to do tomorrow is this.


- Go back to 6.9f.
- Fix lings.
- Implement new attack code.
- Remove expanding.
- Test.

Once it works moderately well, I have the following goals to establish.

- Get the AI to upgrade fast, or at all. In one game they had 0/0 air upgrades 30 minutes in. Those big flocks of guardians could have been doing way more damage.
- Get the AI to build an additional 20-30 hatcheries after it enters the final loop through an external start_town segment.
- Add lurkers. Lurkers worked great in my initial tests. They're best for defense because they don't run around as much. They're good for offense because they tend to ignore advancing armies and just run straight into the enemy base and can cause quite a bit of damage if there's a lot of them.
... read more

Accel_T v1.52 by Equalizer

AccelDefault T by Equalizer
Scripting a better AI by making what was slow faster
[Updated 14 February 2010]

Only the terran AI has been modified.
-uses unit overloading
-uses resource level to trigger construction/tech
-counter zerg and protoss strategy
-only has ground script; will not run on air map

The zip files contain,
-a txt file of the script which can be used in the BWAILauncher
-an exe that can be used to run Starcraft with the modified AI without the BWAILauncher

Latest Version:

This version is a simplification of AccelDefault v1.1x such that it should no longer adversely affect other AIs.
Note: currently it doesn't have protoss specific build and in general has less unit variety than AccelDefault v1.1x as I haven't rebuilt it completely but in general its performance should be superior to AccelDefault v1.1x.
Quick correction to the expanding issue, sped up marine range tech slightly, and added turret/bunker build on lurker tech detection.
Attached File Accel_T_1.52.zip (134.66K downloaded 526 times)

I'll be removing Accel T 1.49 once I'm sure I haven't introduced any new problems with 1.52 since I find 1.49's expanding issue annoying.
Attached File Accel_T_1.49.zip (134.16K downloaded 118 times)


It has been noted that this verion can adversly affect the running of other AIs.
Attached File AccelDef..._T_v1.1x.zip (138.5K downloaded 383 times)


I've added some adjustments so that the terran fights differently if the opponent is protoss or zerg.
It's funny how I tried to make a metal focused build against protoss but it always did worse than just running the counter zerg of 0.8x so in the end the counter protoss is very similar in strategy to the counter zerg.
I can't say there's a huge improvement in counter zerg compared to 0.8x but it does seem to do slightly better.

As a side note since the script is all resource triggered it becomes a cheating script comparible to other Pro $ script with the addition of the give_money() loop. If anyone is interested I can include the powered-up version, for which the only difference would be five lines of script, but for now it's left out to prevent confusion.

What AccelDefault T is:
A new scripting format for pretty much the same strategy as the default terran AI in an attempt to make it faster.
Focuses on using many units and completing tech tree.

What AccelDefault T isn't:
An AI that will beat a person or another AI designed to win 1v1.
(Lastest versions do fairly well against other AIs now but still can't pressure a person enough due to the AIs inability to micro)

Intention of this version was stress testing the code format to see if it is stable when handling many unit and upgrade types as well as being able to keep trying after taking significant damage.

I've been experimenting with a number of unusual ideas to try and get the AI to maintain unit production better as this is still something that many of the AI's I've looked at have at least some trouble with.

This latest version uses an idea I've taken to calling "overloading". Essentially it is asking the AI to build a number of unit that can not possibly be achieved and as such it is given a very low priority. The result is it doesn't have the expected effect of preventing the AI from progressing but instead has the AI build units when it can do so without hindering other tasks.

The script uses a lot of resource-triggered jumps so that buildings and upgrades can be initiated based on the AI's resources.

I have used auto replace to comment out the debug messages used in testing.

Future version will begin to allow the AI to choose to make deviations form the default strategy that are favourable.
(It starting with 0.7x it doesn't look much like the default anymore in the way it plays but I'll keep the name since originally the AI was based on the default Blizzard AI strategy)

... read more

<MOD+AI> En_Taro_Protoss

Download:
Attached File En_Taro_Protoss.rar (1405.77K downloaded 432 times)
for SC 1.16.1

How to install:
1. Extract En_Taro_Protoss.exe
2. Double click on it to run;
3. If it asks you to choose a program to run it, then choose your original StarCraft.exe

And Finally:
Try not to train heroes, and survive!

Modding Part:
Protoss can train heroes (It totally depends on you);
Improved Artanis's weapon & he can regenerate hitpoints;
+1 Gantrithor's armor;
Raszagal (Corsair, Detector) is able to attack ground units;
Add "ready sound" to the 9 heroes.

AI Part (Expansion):
Replace the original Terran & Zerg AI with their corresponding Campaign Insane AI;
Rewrite the Protoss AI, and it is a lot more stronger now (e.g. 1 V.3~4 T/Z allied computer players)
The AI knows how to use the heroes it generated and/or trained;
The AI can train Twilight Archon which you are not able to train;
All AIs use cheats.

some in game snapshots:

Secret Training:


The nine Heroes:



read more...

High Powered Mutants - An Insane AI for the Insane!


This is mostly posted to feature my cheating Zerg AI that uses some unorthodox scripting methods compared to other scripts around here.
What I created was a very powerful and unfair AI that can easily take on two players on a Fastest type map.
It has no concerns with being balanced, fair or realistic in any way.

I've also included a Protoss and Terran AI, but these are more for soaking up early rushes so you don't lose to the first pack of zerglings if you're playing alone.

Please feel free to modify, play and comment on it, if you've got the guts to play it, that is!
Attached File High_Pow...ts_V1.00.zip (163.08K downloaded 979 times)


Thanks!
-Myk

P.S. I'm posting the HPM Zerg script here in case anyone wants to check it out smile.gif
CODE
#HPM_Z 1.00
#High Powered Mutant Zerg
# stat_txt.tbl entry 1344: Zerg Expansion Custom Level<0>
ZMCx(1344, 101, aiscript):
    start_town()
    transports_off()
    farms_timing()
    debug(HPM_Z, High Powered Mutants!)
        --HPM_Z--    
    define_max(15, Zerg Drone)
    define_max(100, Zerg Zergling)
    define_max(100, Zerg Hydralisk)
    define_max(100, Zerg Mutalisk)
    define_max(3, Zerg Queen)
    define_max(12, Zerg Ultralisk)
    define_max(6, Zerg Scourge)
    define_max(6, Zerg Defiler)
    define_max(12, Zerg Guardian)
    define_max(3, Zerg Devourer)
    define_max(10, Zerg Lurker)
    multirun(m_money)
    wait(25)
    multirun(m_defenseuse)
    wait(25)
    multirun(m_zergtech)
    wait(25)
    multirun(m_research)
    wait(25)
#    multirun(m_sunk_n_spore)
    multirun(t_zerglings)
    wait(100)
    multirun(t_hydralisks)
    wait(100)
    multirun(t_mutalisks)
    wait(100)
    multirun(t_guardians)
    wait(100)
    multirun(t_devourers)
    wait(100)
    multirun(t_defilers)
    wait(100)
    multirun(t_ultralisks)
        --pwn--
    wait(3000)
    send_suicide(0)
    clear_combatdata()    
    wait(50)
    goto(pwn)
#===Research Multiruns===        
        --m_research--
    multirun(r_spawningpool)
    wait(100)
    multirun(r_hydraliskden)
    wait(100)
    multirun(r_evolution)
    wait(100)
    multirun(r_lair)
    wait(100)
    multirun(r_spire)
    wait(100)
    multirun(r_ultraliskcavern)
    wait(100)
    multirun(r_defilermound)
    stop()
    
        --r_defilermound--
    wait(300)
    notowns_jump(Zerg Defiler Mound, r_defilermound)
    tech(Plague, 80)
    wait(1500)
    upgrade(1, Metasynaptic Node, 80)
    stop()
        --r_ultraliskcavern--
    wait(300)
    notowns_jump(Zerg Ultralisk Cavern, r_ultraliskcavern)
    wait_build(1, Zerg Ultralisk Cavern)
    upgrade(1, Chitinous Plating, 80)
    wait(2000)
    upgrade(1, Anabolic Synthesis, 80)
    stop()
        --r_spire--
    wait(300)    
    notowns_jump(Zerg Spire, r_spire)
    wait_build(2, Zerg Spire)
    upgrade(1, Zerg Flyer Attacks, 80)
    upgrade(1, Zerg Flyer Carapace, 80)
    wait(4000)
    upgrade(2, Zerg Flyer Attacks, 80)
    upgrade(2, Zerg Flyer Carapace, 80)
    wait(5000)
    wait_build(1, Zerg Hive)
    upgrade(3, Zerg Flyer Attacks, 80)
    upgrade(3, Zerg Flyer Carapace, 80)
    stop()
        --r_lair--
    wait(300)
    notowns_jump(Zerg Lair, r_lair)
    upgrade(1, Pneumatized Carapace, 80)
    wait(2000)
    upgrade(1, Ventral Sacs, 80)
    wait(2000)
    check_transports()
    stop()

        --r_evolution--
    wait(300)
    notowns_jump(Zerg Evolution Chamber, r_evolution)
    wait_build(3, Zerg Evolution Chamber)
    upgrade(1, Zerg Carapace, 80)
    upgrade(1, Zerg Melee Attacks, 80)
    upgrade(1, Zerg Missile Attacks, 80)
    wait(3200)
    goto(evostuff2)
        --evostuff2--
    wait(800)
    notowns_jump(Zerg Queen's Nest, evostuff2)
    upgrade(2, Zerg Carapace, 80)
    upgrade(2, Zerg Melee Attacks, 80)
    upgrade(2, Zerg Missile Attacks, 80)
    wait(3700)
    goto(evostuff3)
        --evostuff3--
    wait(800)
    notowns_jump(Zerg Hive, evostuff3)
    upgrade(3, Zerg Carapace, 80)
    upgrade(3, Zerg Melee Attacks, 80)
    upgrade(3, Zerg Missile Attacks, 80)
    stop()
    
        --r_hydraliskden--
    wait(300)
    notowns_jump(Zerg Hydralisk Den, r_hydraliskden)
    upgrade(1, Muscular Augments, 80)
    wait(2000)
    upgrade(1, Grooved Spines, 80)
    wait(2000)
    tech(Lurker Aspect, 80)
    stop()
    
        --r_spawningpool--
    wait(300)
    notowns_jump(Zerg Spawning Pool, r_spawningpool)
    notowns_jump(Zerg Lair, r_spawningpool)
    upgrade(1, Metabolic Boost, 80)
        --r_spawningpool_a--
    wait(300)
    notowns_jump(Zerg Hive, r_spawningpool_a)
    upgrade(1, Adrenal Glands, 80)
    stop()
#===Training Section===
        --t_zerglings--
    wait(300)
    notowns_jump(Zerg Spawning Pool, t_zerglings)
    train(48, Zerg Zergling)
    wait(50)
    goto(t_zerglings)
    
        --t_hydralisks--
    wait(300)
    notowns_jump(Zerg Hydralisk Den, t_hydralisks)
    train(12, Zerg Hydralisk)
    wait(50)
    goto(t_hydralisks)
    
        --t_mutalisks--
    wait(300)
    notowns_jump(Zerg Spire, t_mutalisks)
    train(48, Zerg Mutalisk)
    wait(50)
    goto(t_mutalisks)
        
        --t_guardians--
    wait(300)
    notowns_jump(Zerg Greater Spire, t_guardians)
    train(12, Zerg Guardian)
    wait(50)
    goto(t_guardians)
    
        --t_devourers--
    wait(300)
    notowns_jump(Zerg Greater Spire, t_devourers)
    enemyowns_jump(Zerg Mutalisk, t_devourersa)
    enemyowns_jump(Terran Battlecruiser, t_devourersa)
    enemyowns_jump(Protoss Carrier, t_devourersa)
    wait(50)
    goto(t_devourers)
        --t_devourersa--
    train(3, Zerg Devourer)
    attack_add(3, Zerg Devourer)
    wait(50)
    goto(t_devourers)
    
        --t_defilers--
    wait(300)
    notowns_jump(Zerg Defiler Mound, t_defilers)        
    train(3, Zerg Defiler)
    wait(50)
    goto(t_defilers)
    
        --t_ultralisks--
    wait(300)
    notowns_jump(Zerg Ultralisk Cavern, t_ultralisks)
    train(12, Zerg Ultralisk)
    wait(50)
    goto(t_ultralisks)
    
#===Building Section===
    
        --m_zergtech--
    player_need(1, Zerg Spawning Pool)
    wait(100)    
    player_need(10, Zerg Drone)
    wait(100)
    player_need(15, Zerg Hatchery)
    wait(100)
    player_need(3, Zerg Evolution Chamber)
        --m_zergtech_a--
    wait(100)
    notowns_jump(Zerg Spawning Pool, m_zergtech_a)    
    player_need(2, Zerg Hydralisk Den)
    wait(100)
    player_need(1, Zerg Lair)
        --m_zergtech_b--
    wait(100)
    notowns_jump(Zerg Lair, m_zergtech_b)
    player_need(2, Zerg Spire)
    wait(100)
    player_need(1, Zerg Queen's Nest)
    wait(100)
        --m_zergtech_c--
    wait(100)
    notowns_jump(Zerg Queen's Nest, m_zergtech_c)
    wait(100)
    player_need(1, Zerg Hive)
    wait(100)
        --m_zergtech_d--
    wait(100)
    notowns_jump(Zerg Hive, m_zergtech_d)
    wait(100)
    player_need(1, Zerg Greater Spire)
    wait(100)
    player_need(1, Zerg Ultralisk Cavern)
    wait(100)
    player_need(1, Zerg Defiler Mound)
    stop()
#===Spore & Sunken stuff=== Disabled, for now.
#        --m_sunk_n_spore--
#    wait(300)
#    notowns_jump(Zerg Hive, m_sunk_n_spore)
#    wait(1000)
#    player_need(3, Zerg Creep Colony)
#    wait(100)
#    player_need(20, Zerg Spore Colony)
#    stop()
    
#===Money Loop===    
        --m_money--
    give_money()
    wait(50)
    goto(m_money)
#===defenseuse & defesebuild===    
        --m_defenseuse--
    defenseuse_gg(2, Zerg Zergling)
    defenseuse_ga(2, Zerg Zergling)
    defenseuse_gg(2, Zerg Hydralisk)
    defenseuse_ag(2, Zerg Hydralisk)
    defenseuse_ga(2, Zerg Hydralisk)
    defenseuse_aa(2, Zerg Hydralisk)
    defenseuse_gg(2, Zerg Lurker)
    defenseuse_ga(2, Zerg Lurker)    
    defenseuse_ag(2, Zerg Scourge)
    defenseuse_aa(2, Zerg Scourge)
    defenseuse_gg(2, Zerg Mutalisk)
    defenseuse_ag(2, Zerg Mutalisk)
    defenseuse_ga(2, Zerg Mutalisk)
    defenseuse_aa(2, Zerg Mutalisk)
    defenseuse_ag(2, Zerg Devourer)
    defenseuse_aa(2, Zerg Devourer)
    defenseuse_ga(2, Zerg Guardian)
    defenseuse_gg(2, Zerg Guardian)
    defenseuse_gg(2, Zerg Ultralisk)
    defenseuse_ga(2, Zerg Ultralisk)
    #
    defensebuild_gg(2, Zerg Zergling)
    defensebuild_ga(2, Zerg Zergling)
    defensebuild_gg(2, Zerg Hydralisk)
    defensebuild_ag(2, Zerg Hydralisk)
    defensebuild_ga(2, Zerg Hydralisk)
    defensebuild_aa(2, Zerg Hydralisk)
    defensebuild_gg(1, Zerg Lurker)
    defensebuild_ga(1, Zerg Lurker)    
    defensebuild_ag(2, Zerg Scourge)
    defensebuild_aa(2, Zerg Scourge)
    defensebuild_gg(2, Zerg Mutalisk)
    defensebuild_ag(2, Zerg Mutalisk)
    defensebuild_ga(2, Zerg Mutalisk)
    defensebuild_aa(2, Zerg Mutalisk)
    defensebuild_ag(2, Zerg Devourer)
    defensebuild_aa(2, Zerg Devourer)
    defensebuild_ga(2, Zerg Guardian)
    defensebuild_gg(2, Zerg Guardian)
    defensebuild_gg(2, Zerg Ultralisk)
    defensebuild_ga(2, Zerg Ultralisk)
    goto(halt)
        --halt--
    stop()

Panda AI 0.2

Zerg Script updated.


AI UPDATED. NEW Protoss AI included. Only for maps that support AI FE. (e.g. Tau cross, Archon's destination)



Hi. This is my first SC AI. It is a very simple, Z vs unleaded T AI. laugh.gif

so it is able to steal one or two victory from unleaded on some maps... and i believe it stands no chance against any others. cool.gif

Enjoy!

Attached File Panda_0.2.rar (50.63K downloaded 645 times)

Myk's AI 3.5

Myk's AI 3.5
Updated December 29, 2009



  • Features:
    • Non-cheating Terran, Zerg and Protoss AI scripts for all occasions
    • Superawesometacularness
    • Ketchup device
Attached File M_AI_3.5.zip (186.22K downloaded 433 times)

Entropy III v1.0 RC4 (Updated 2/19/10)

Entropy III -- Random Noncheating AI selector For Starcraft Broodwar


Entropy III 1.0 is almost ready, here's a release candidate which will be very similar to its final form. I will be waiting a bit more for scripts to be updated and bugs to be ironed out as there will be some inevitably.

1.0 RC4, Fixed unused label crash
Attached File Entropy III 1.0 RC4.zip (769.72K downloaded 541 times)


Entropy III can also be played via BWAI Launcher; the latest Entropy package will be included in it.
Download it!

If you want just the BWAI launcher package
Attached File Entropy Package Feb 19 2009.zip (217.19K downloaded 220 times)

(Exact same as 1.0 rc4's files)

BWAI Launcher allows you many more options such as mix and matching scripts of your desire, and being able to easily edit the scripts and see your changes in a flash. Simply download the program, unzip it to a folder of your choosing. Then start the program by double clicking BWAIlauncher.exe and make sure the dropdown box on top is set to 01) Entropy Non-Cheating. The Entropy T, P, and Z multiplayer files are exactly identical to the standalone Entropy III file. However, you can also select any of the individual scripts to play also. Can't decide? Tick the entropyze checkbox for a random selection.

You may also insert your own scripts into the fray. To do this, go into the BWAI Launcher folder. Then go into packages, and into 01) Entropy (Non-Cheating). There's 3 folders named Terran, Protoss, and Zerg. Copy your script into the appropriate folder (Terran should obviously go into the terran folder), hit refresh in BWAI Launcher, and now your script is selectable for play.



For these reasons, BWAI launcher will be the final, and ultimate form of the BWAI Project. We hope you will enjoy the years of effort put into by the community. For trouble with BWAIlauncher, please go here

About Entropy III

This AI compilation is an update of Entropy II, the all in one script AI. An individual script is weak because after a few tries, it can become too predictable, but the combination of many scripts can make for a unpredictable and ultimately more fun opponent. This file hopes to encompass the best of the non-cheating AIs.



Usage
Please play on the recommended maps, as the AI can be finicky. http://www.broodwarai.com/forums/index.php?showtopic=252 Avoid maps with cliffs and easily defendable islands such as Lost Temple, AI works horrible for them.
Also, please refrain from AI specific exploits like luring away workers, gas stealing and walling. I mean what's the point of doing it on a silly comp? This file only works on Starcraft: Broodwar; it should run on any version, but the latest, 1.16.1, is preferred. Simply just run the included exe file, and start a single player or multiplayer game. Team games can be played with the "top vs bottom" mode. If you want to share control of a single player with a friend against comps, you can use "team melee".

Read more: (cutoff tag not working for news announcements)


The main goal was to recognize scripts created after Entropy II's release, and to provide stability fixes to existing ones (minimizing the chance of a crash or the AI permanently halting.) Edits to existing scripts have been minimized to not change the overall theme or intention of the script as much as possible.

Starcraft and Broodwar are the property of Blizzard Entertainment. Any part of the individual scripts and Entropy II is the property of their respective owners. Do not download this file from anywhere else besides Broodwarai.com, for I cannot guarantee the file will be safe from viruses or other malicous intents. Do not eat or give to children under the age of 6. Download at your own risk!!

I did not write these scripts. No one person did. This file is the collective sum of the efforts of members of Broodwarai.com. This would have not been possible without the efforts of Physician (aka Entropy) and Racine, who were responsible for the original Broodwar AI Project found here http://entropyzero.org/BroodwarAI.html and also the continiuation of the project which is now here at broodwarai.com. Initially, noncheating scripts were non-existent at BWAI. However, ever since the first BWAI war, a battle of non cheating AIs , many scripters have come and gone to take their own shot at writing a noncheating script to challenge others. The contest still rages on and noncheating AIs have by and far become the main attraction here.

Entropy III is named after Physician (aka Entropy) and is the driving force responsible for coordinating the efforts of the BWAI Project. A champion of all that is fair in the gaming community and dedicated to promoting an anti-hack environment, it is only fitting that our non-cheating Ai represent all that Entropy stands for.

Currently, due to hardcoded limitations, the AI is unable to micro and suffers from other problems. This means that 1v1, the AI won't be particularly strong, but 1v2, 2v3 could prove to be challenging.

It is not something meant to rock your socks with. This was meant to be a tribute to everyone's efforts at Broodwarai.com, a tribute to making the best out of something.

But scripting is not an end in its own. The future lies in BWAPI-- you can find more information about them here: http://www.broodwarai.com/forums/index.php?showforum=46
This will allow the AI to micro and play closer to a human without cheating. The possibilities are endless, so if you can help with that, please do.


Too easy? There's always Racine's rebels, part of BWAI Gold, also found on Broodwarai.com Or wait for BWAPI. Or if you're really that good, go find real opponents at http://iccup.com
Don't complain about how crappy the AI is; we sorta know already. wink.gif

If you want to learn how to learn how to make your own AI, look no further than Ashara's guide: http://www.broodwarai.com/tutorials/ashara

Scripts included and their creators (The AI will randomly pick one):

AccelT by Equalizer
Ashara H-AI- P,Z
CounterZerg by Avance70- Z
Easychat TvP* by Easychat- T
Myk AI- T,P,Z
Panda AI, by PandaBB- P,Z
Peppe's Protoss - P
Racine AI 1.0- T,P,Z
Raynor AI 2.1, by Bajadulce- T,P,Z
Rocky AI 1.7 by Jh24- T,P,Z
Unleaded AIs, by Archon_Wing- T,P,Z
Zelduck AI- P,Z

* Modified for this compilation

With special thanks to poiuy_qwert, for without PYAI, the idea of all in one scripts could not happen.
Also to Kryose for being the basis for "Template Terran" and its offshoots, Myk and Rocky Terran AIs.
And of course, to all that have downloaded and play tested the AIs around here!
Old:
Attached File Entropy III beta 0.1.zip (154.47K downloaded 1059 times)


Attached File AI_mixer_1.99a.zip (228.28K downloaded 492 times)

Rocky 2.05 AI uploaded 10/01/2010

Hello everyone,

I'm still somewhat uncertain about this, but after the awesome support and very valuable advice from Archon_Wing, as well as Bajadulce and Iskatumesk I decided to post my test version of a non-cheating AI I've been working on for more than two weeks now. This AI (version 2.0) contains scripts for non-cheating AI scripts for Terran, Zerg and Protoss, and now supports Island maps as well.


Full credit goes to Archon_Wing for developing the new attack structure in the Zerg and Protoss AI and for creating "Terran Template AI" which is being used in this AI. Thank you so much!
(Additional editing by JH24)




Special thanks to:

Archon_Wing- For all your support and awesome advice, your awesome AI FAQ on this site, the original attack structure for Zerg/Protoss, as well as for allowing me to use "Terran Template AI" as base for Rocky AI.
Bajadulce- For all your help and valuable advice, as well as creating/maintaining this awesome site were I really feel at home.
Myk and PandaBB- For all your very helpful support and feedback, as well as creating awesome Zerg AI's of which I really learned a lot from.
bmnbmn, Equalizer, Faded_Sentry, Symmetry, X_Of_Life and HasherL- For your great advice, support and comments.
Iskatumesk- For sharing all your knowledge of AI scripting as well as for your advice in the beginning.
poiuy_qwert- For the creation of PYAI, a great program which really made AI scripting fun for me. And for BWAI Launcher, that as made testing and editing AI's so much more fun and easier!

Everyone that downloaded this file.


If I have forgotten to mention someone in the credits, my sincere apologies. Please let me know and I'll add you immediately.




Note: Rocky AI is especially designed to be stronger during mid- and lategame scenario's. Its generally weaker than the other AI's in the early game. Generally, Rocky AI needs a preparation time of around 10 minutes but will defend against earlier attacks. This AI focuses on creating large armies and fighting huge battles.



EXE versions:


New versions


Attached File Rocky_AI_2.05.rar (329.06K downloaded 593 times)



Attached File Rocky_2.05_Gold.rar (236.46K downloaded 172 times)
(cheating)


Old versions


Attached File Rocky_AI_2.0.rar (329.06K downloaded 145 times)
(non-cheating)

Attached File Rocky_2.0_Gold.rar (236.46K downloaded 94 times)
(cheating)



BWAI Launcher scripts:


Attached File Rocky_2...._scripts.rar (28.85K downloaded 153 times)





Bugs/issues in version 2.0:


- The Cheating Zerg AI seems to ignore define_max commands for Ultra's, Lurkers and Guardians. This can cause the AI to lock up at times as it needs a minimal amount of certain units before it can attack. Still, the AI will actively defend when attacked and when it starts loosing units the AI will soon resume its attacks again.

- The Zerg AI sometimes stops producing units when enemy units enter the main Hive cluster. By that time the AI has lost anyway, but I'm not sure what's causing it. I'm inclined to think it has something to do with trying to rebuild lost expansions but unable being to.

- Apparently building Lurkers makes the (Non-cheating) Zerg AI less efficient with resources. It seems to accumulate more than when it wasn't using Lurkers. Still, Lurkers have made the difference between losing and staying in the game for the AI a few times, I'll guess I just have to accept this problem.


This list will be updated when more bugs/errors are discovered.











... read more

Unleaded AI 3.3 Full Non-cheating AI (Updated 2/23/10)


Unleaded Ai is the combination of three non cheating AIs that complement each other in style. The scripts are based on the default Blizzard AI's theme of showcasing a large variety of units and delayed larger attacks with better econ. As with all other AI-only mods, unit behavior and micro cannot be changed yet, so it is best played 1v2, 2v3 , etc on limited money maps.
Download:
The exe file, if you just want to play my AIs:
Attached File Unleaded AIs 3.3 (148.13K downloaded 495 times)

BWAI launcher files if you wish to use BWAI launcher which has every AI ever made; unzip to your BWAI launcher folder

Attached File UnleadedAI 3.3 BWAI launcher scripts.zip (27.66K downloaded 173 times)


Ye old version, in case you liked it better
Attached File UnleadedAI 3.07 BWAI launcher scripts.zip (26.58K downloaded 140 times)


3.3-- Final version! I'll go for one more round of bug fixes though if needed; no new features will be added.

The standalone exe for Unleaded AI will no longer be supported, and is provided as is. It may be updated irregularly. More current updates to the scripts will be provided via BWAIlauncher and Entropy III. Suggestions can be brought up here, and updated txt files for use in BWAIlauncher may be provided in this thread, so check the latest posts.

Too easy? Try the Premium AIs instead. They are almost the same as the non-cheating AIs, but are given unlimited money until the 30 minute mark.
Attached File Premium AIs 3.3.zip (159.43K downloaded 132 times)


BWAI Launcher scripts for the cheating version:
Attached File Premium AIs Scripts 3.3.zip (27.45K downloaded 79 times)


Want something stupid? Check this out.



Thanks to Bajadulce, this exe now uses a Firegraft fix that deals with the bug where Terran AI would not finish buildings when the worker is destroyed. This should make the terran AI a bit harder than usual. Only works with 1.16.1, the latest version of Brood War. You can still run it on any version of BW, but the extra stuff only works on 1.16.1

Also, as we are developing a new AI vs AI replay pack, this exe uses triggers that remove an observer from play. If for some reason you are observing a game with this exe, all you have to do is build a 5th worker and you will not be removed. Note: The older BWAIWar III replays will not work right here sometimes.




Special thanks to:
Bajadulce- For Providing this site and all its resources.
Easychat- The bio section of Unleaded TvP is pretty much a fusion of Easychat TvP and Bajadulce's Raynor T AI
Peppe- For being the inspiration to Unleaded Protoss
Ashara, Zelduck- For the impressive macro structure of their scripts that I borrowed shamelessly from
Xerxes, Jh24, X of Life, Equalizer for the feedback.
Myk, Avance, PandaBB for presenting Zerg AIs that weren't complete pushovers to test and also giving ideas for my own zerg AI tongue.gif
Iskatumesk- for sharing all his available knowledge about AI over the years
poiuy_qwert- PYAI, and now BWAI launcher, of course
Everyone that downloaded this file

Older exes and Replays from past versions have been downloaded, removed, and archived. The old exes and replays can be found here in the : Old Unleaded Collection So if you weren't able to watch a replay from an older verison, that will serve your needs. Note: The file is on rapidshare, because I would not want to clog the forum up with my old versions. It also doesn't have anything older than 2.23 since I didn't archive it til then.

For versions 3.0 and higher, it'll be here. http://rapidshare.com/files/334933507/Unle....x_Archives.zip It will contain old versions and reps, but only in BWAI launcher format because the much smaller size is much faster upload for me. tongue.gif Also only versions where reps were posted will be included

Use of these scripts to serve as a base for new AIs of your own is permitted and encouraged. Please share though. wink.gif

Read more...

(1)Civil Disruption

Download:
Attached File Civil_Disruption.zip (120.65K downloaded 76 times)

I got bored yesterday. I had always wanted to make a campaign-esque map where the goal was to slaughter civilians, so I did it. Run the .exe and play the map (the .exe is a custom AI).

Screenshot:


Save your replays, post'em here. Let's see who can slaughter civilians the fastest =D My replay is attached.
Attached File KKAI.rep (48.28K downloaded 74 times)

BWAI Gold Final


Introducing BWAI Gold, our latest update for the BroodWarAI Project. The mod includes 2 versions that showcase our best Starcraft AI scripts over the project's history. Both utilize PyAI and it's special ability to perform external jump calls allowing the computer to randomly select from a database of scripts. More randomness = more replayability = more fun! Every game will be a different experience and there's something for every skill level.


Racine's Rebels features our best insane AI's. The scripts vary in difficulty and no two will be alike. Be warned! Some games may be extremely difficult, especially for those new to the experience. The majority of players will have difficulty dealing with a single cpu opponent, and we truly mean the majority of players! If you're a nutcase or just a badass, give 1v2 a try.


Entropy II is a non-cheating opponent which some may already be familiar with. The mod receives no extra money whatsoever and is intended for the casual Scraft gamer as well as newcomers. A 1v2 game however may just surprise you.

BWAI Melee Challenge II was built exclusively for BWAI Gold as a fun way to test your mad playing skillz or just impress the hell out of everyone! Give it a try and thnx for your support.
QUOTE
NEW!! The Replay Calculator now scores more points for those attempting to challenge more computers. The calculator still averages the computers scores, but you are now awarded 2x, 3x, 4x, 5x, 6x, 7x!! their average. ... How high can you go?

The following scripts have earned a place in BWAI Gold:
Adun, Ahzz, Ashara, Avance70, EasyChat, IskatuMesk, Peppe, Racine, Rama, Raynor, QOB, Zbath II, Zelduck, and finally ZONS.
Thnx to all those modders and fans that have supported this project.

Download:
Attached File BWAI_Gold_Final.zip (1452.11K downloaded 45162 times)
Latest Update: Oct 8, 2008
  • BWAI Gold supports any Scraft version including Multiplayer Bnet! All players will need to be running the mod however.
  • Standalone program. There are no installation files to deal with.
  • Supports any map including your own!
Suggested Maps:
BroodWarMaps.net Map of the Month pack
ICCUP Map Pack
WCGTour2008 Map Pack

...Read More





Coding by poiuy_qwert