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what is going on?
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Everybody welcome to part 13 of our A I and Starcraft two with python tutorial.
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Siri's in this video.
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What we're gonna be doing is kind of going over.
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What?
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I'm gonna refer to his kind of stage two of our neural network development here.
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So the first test proved to be at least somewhat successful where the neural network was at least better than random in the four choices at beating the medium leveled.
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Aye, aye, that's like built into the game.
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So now what we want to do is add complexity of the A I and hopefully creating a I that's a little more impressive than the one that we just made and then see if we can operate on top of that A.
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I at least do one more.
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It aeration.
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So, like the last one, we create an aye Aye.
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It was pretty good.
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The next step would be to use that ai ai again.
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Fighting hard, eh?
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Aye.
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Or media, May I or or itself or all three of those things and see, Can we improve that a.
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I even further through that method of training, because if we can't well, then I don't know what we're doing here.
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We gotta, like, totally regroup and figure out what to do next.
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So and again, I have no idea.
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So that might be the case.
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Apologies Now, Um, So let's talk about some of the things that were wrong here.
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Some of things I want to change, moving forward and all that.
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So first of all the names here, Uh, Okay.
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I guess I got lost.
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Um, yeah.
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Here.
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Supply Depot.
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I don't know why I made that mistake.
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It should be command center.
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But also, that can change.
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We'll fix that later.
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Um, in fact, we're probably going to fix it, so I'm gonna use it.
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Um, anyways, just No, I made that mistake.
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Someone pointed that one out to me.
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Um, and then also someone point out the random variance here.
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Um, using the enemy start location doesn't make any sense.
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We should be using variants of the whole entire game map size, because depending on where the enemy's start location is, that's gonna cause the variance to be quite significantly different.
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So that was kind of dumb.
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Next, we have tracking game time.
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Much more precisely.
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No more kind of estimation, we can get much, much closer that comes in for more psychiatrists.
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I don't know how to pronounce that, but anyway, um, the next thing is, rather than same person to rather arbitrarily sizing our units.
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Ah, when we draw them, we can actually just use the unit's radius, which makes a whole lot more sense.
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Then we've got early scouting lots.
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People took up issue with that.
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So as it stands right now, we weren't scouting until after four minutes.
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So what we want to do is send at least a single worker out to scout within that four minute range and continue doing that until we've got the observers.
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And then once we have an observer, we don't just want one.
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We should have many observers, and we really need to cover all the expansion areas.
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One of the other suggestions was that you have observers along the main attack route.
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We I might do that in the next phase, but in this one, I don't really think I'm gonna bother with that.
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But we definitely want to have at least the bases covered, Um, and then once that scouting logic is fixed, we should be able to end the games on time.
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So anyways, that's what we're going to be working towards and let's get into it.
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The code is from part nine of this tutorial, Siri's.
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So if you don't have that, go back to part nine.
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And actually, I'm pretty sure in the techie and the text version that tutorial.
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I have the starting code copy and paste it anyways.
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Okay, so the first thing is, let's fix the time.
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That's a real easy, quick one to fix in this video.
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I'm gonna comment out self obliteration because I want to catch any other times we use self doubt.
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Iteration.
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We also could comment out iterations per minute again.
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We shouldn't be using it anymore now that we know the time.
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So I'm gonna say self dot time.
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You want to say that equals self dot state dot game loop divided by a 22.4.
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I guess that's how many ticks anyways, um, and then I'm gonna do That's gonna be the number of seconds, and I'm gonna divide that by 60.
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So it's in minutes so self that time is in minutes because that's kind of the way we've been thinking this whole time, so I want to retain that minutes field.
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So now we're gonna do is just search for federation and basically fix all these.
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Now, the expand logic is no longer going to take really place here.
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But, uh, like, it's not gonna need this logic.
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It's gonna be chosen by the aye aye itself.
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Um, but we'll just do self dot time I'm gonna say, divided by two.
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That just makes more sense to me.
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Um, it oration.
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See if we catch any others.
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So again, this would just be self doubt.
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Time self That time, Unistar Gates is less than Celtic time.
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Build another one.
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Okay, that's fine.
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Uh, this one again, self dot time is greater than do something after, and then the random range is right here.
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It's kind of like in our seconds form.
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I I'm not really sure what to call that, but, um, in this case, we would want to await a random dot rand range of like, I don't know, somewhere between seven and 100 seconds.
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But keep in mind, self, that time is in minutes.
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So we want to go ahead and divide that by 100 so that's, uh, you know, up to not seconds.
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I'm sorry.
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Um, basically, you know, 7% of a minute to 100% of a minute.
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That's how much we wanna wait.
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So, uh, next self that time plus wait.
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Cool.
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That should be all the changes we need to make there.
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And besides that, the only other thing I want to bring up is I'm just gonna bring over the text based version of tutorial here.
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So these are the choices that we're going to make as time goes on.
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So we're going to go from four choices to 14 choices.
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Build scout A Z a lot.
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Um, scout, as in the Observer Z lotta's in the fighter gateways and the thing that builds Z lots and is required for many other things.
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Void.
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Ray Stocker Probe Assimilate er to get gas Star Gate pylon nexus or defendant Excess.
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Rather attack unknown.
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Enemy unit attack.
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Known enemy structure.
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Expand.
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Do nothing.
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Also, as I say here, the photon cannon is honorable mention because I'm not gonna do it now because the placement of that cannon is also super important.
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Um, so I'm not really gonna worry aboutthe logic there for that.
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But, um, that's probably something we're gonna wanna have by stage three, and, uh, yeah.
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Okay, so that's it.
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Let me make sure this runs before I leave you guys and begin another part while we wait.
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Thank you.
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To my recent sponsor, Steve Kim, You stand alone in this video, but look how big you could be.
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Oh, my God.
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Thank you, Steve Kim.
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All right, so hopefully this is going to not air out.
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We'll see.
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Is things start moving?
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Looks good.
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Looks very good.
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Oh, also, I didn't really mention it to even in the text based version, but we should simplify our visuals.
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Um, yes.
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Someone pointed out, like, why are using colored visuals?
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And you know, I don't have an answer to that.
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Um, I think it just in my head I was like, Oh, that makes sense to make him colored.
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Um, but not really for the A I to understand.
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It's probably it's just more basic if we made it grayscale.
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So that's the other thing we we definitely would want to be able to do.
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Okay, So I think that's all for now.
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In the next tutorial.
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What?
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We're gonna work on is the scouting.
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So the scout moving around Nome or we're just gonna put the scout at the expansion locations and then order it by distance from the enemies starting point.
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Um, I think that's the best way to do it.
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But obviously, it's not quite that simple.
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As you can see, the scouts get destroyed or whatever, and we need to be, you know, having quite a bit of handling for all of that kind of stuff.
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So anyway, that is what we're gonna be doing in the next tutorial.
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If you've got questions, comments, concerns, whatever.
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Feel free to leave them below.
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Otherwise, as always, thank you for your support, your subscriptions.
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You're sponsorships, all that stuff, and I will see you in another video.