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  • what is going on?

  • Everybody welcome to part 13 of our A I and Starcraft two with python tutorial.

  • Siri's in this video.

  • What we're gonna be doing is kind of going over.

  • What?

  • I'm gonna refer to his kind of stage two of our neural network development here.

  • 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.

  • Aye, aye, that's like built into the game.

  • 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.

  • I at least do one more.

  • It aeration.

  • So, like the last one, we create an aye Aye.

  • It was pretty good.

  • The next step would be to use that ai ai again.

  • Fighting hard, eh?

  • Aye.

  • Or media, May I or or itself or all three of those things and see, Can we improve that a.

  • I even further through that method of training, because if we can't well, then I don't know what we're doing here.

  • We gotta, like, totally regroup and figure out what to do next.

  • So and again, I have no idea.

  • So that might be the case.

  • Apologies Now, Um, So let's talk about some of the things that were wrong here.

  • Some of things I want to change, moving forward and all that.

  • So first of all the names here, Uh, Okay.

  • I guess I got lost.

  • Um, yeah.

  • Here.

  • Supply Depot.

  • I don't know why I made that mistake.

  • It should be command center.

  • But also, that can change.

  • We'll fix that later.

  • Um, in fact, we're probably going to fix it, so I'm gonna use it.

  • Um, anyways, just No, I made that mistake.

  • Someone pointed that one out to me.

  • Um, and then also someone point out the random variance here.

  • Um, using the enemy start location doesn't make any sense.

  • 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.

  • So that was kind of dumb.

  • Next, we have tracking game time.

  • Much more precisely.

  • No more kind of estimation, we can get much, much closer that comes in for more psychiatrists.

  • 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.

  • Ah, when we draw them, we can actually just use the unit's radius, which makes a whole lot more sense.

  • Then we've got early scouting lots.

  • People took up issue with that.

  • So as it stands right now, we weren't scouting until after four minutes.

  • 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.

  • And then once we have an observer, we don't just want one.

  • We should have many observers, and we really need to cover all the expansion areas.

  • One of the other suggestions was that you have observers along the main attack route.

  • We I might do that in the next phase, but in this one, I don't really think I'm gonna bother with that.

  • 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.

  • So anyways, that's what we're going to be working towards and let's get into it.

  • The code is from part nine of this tutorial, Siri's.

  • So if you don't have that, go back to part nine.

  • And actually, I'm pretty sure in the techie and the text version that tutorial.

  • I have the starting code copy and paste it anyways.

  • Okay, so the first thing is, let's fix the time.

  • That's a real easy, quick one to fix in this video.

  • I'm gonna comment out self obliteration because I want to catch any other times we use self doubt.

  • Iteration.

  • We also could comment out iterations per minute again.

  • We shouldn't be using it anymore now that we know the time.

  • So I'm gonna say self dot time.

  • You want to say that equals self dot state dot game loop divided by a 22.4.

  • 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.

  • 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.

  • So now we're gonna do is just search for federation and basically fix all these.

  • Now, the expand logic is no longer going to take really place here.

  • But, uh, like, it's not gonna need this logic.

  • It's gonna be chosen by the aye aye itself.

  • Um, but we'll just do self dot time I'm gonna say, divided by two.

  • That just makes more sense to me.

  • Um, it oration.

  • See if we catch any others.

  • So again, this would just be self doubt.

  • Time self That time, Unistar Gates is less than Celtic time.

  • Build another one.

  • Okay, that's fine.

  • Uh, this one again, self dot time is greater than do something after, and then the random range is right here.

  • It's kind of like in our seconds form.

  • 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.

  • But keep in mind, self, that time is in minutes.

  • So we want to go ahead and divide that by 100 so that's, uh, you know, up to not seconds.

  • I'm sorry.

  • Um, basically, you know, 7% of a minute to 100% of a minute.

  • That's how much we wanna wait.

  • So, uh, next self that time plus wait.

  • Cool.

  • That should be all the changes we need to make there.

  • 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.

  • So these are the choices that we're going to make as time goes on.

  • So we're going to go from four choices to 14 choices.

  • Build scout A Z a lot.

  • 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.

  • Void.

  • Ray Stocker Probe Assimilate er to get gas Star Gate pylon nexus or defendant Excess.

  • Rather attack unknown.

  • Enemy unit attack.

  • Known enemy structure.

  • Expand.

  • Do nothing.

  • 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.

  • Um, so I'm not really gonna worry aboutthe logic there for that.

  • But, um, that's probably something we're gonna wanna have by stage three, and, uh, yeah.

  • Okay, so that's it.

  • Let me make sure this runs before I leave you guys and begin another part while we wait.

  • Thank you.

  • To my recent sponsor, Steve Kim, You stand alone in this video, but look how big you could be.

  • Oh, my God.

  • Thank you, Steve Kim.

  • All right, so hopefully this is going to not air out.

  • We'll see.

  • Is things start moving?

  • Looks good.

  • Looks very good.

  • Oh, also, I didn't really mention it to even in the text based version, but we should simplify our visuals.

  • Um, yes.

  • Someone pointed out, like, why are using colored visuals?

  • And you know, I don't have an answer to that.

  • Um, I think it just in my head I was like, Oh, that makes sense to make him colored.

  • Um, but not really for the A I to understand.

  • It's probably it's just more basic if we made it grayscale.

  • So that's the other thing we we definitely would want to be able to do.

  • Okay, So I think that's all for now.

  • In the next tutorial.

  • What?

  • We're gonna work on is the scouting.

  • 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.

  • Um, I think that's the best way to do it.

  • But obviously, it's not quite that simple.

  • 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.

  • So anyway, that is what we're gonna be doing in the next tutorial.

  • If you've got questions, comments, concerns, whatever.

  • Feel free to leave them below.

  • Otherwise, as always, thank you for your support, your subscriptions.

  • You're sponsorships, all that stuff, and I will see you in another video.

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バージョン2の変更点 - Python AI in StarCraft II チュートリアル p.13 (Version 2 Changes - Python AI in StarCraft II tutorial p.13)

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    林宜悉 に公開 2021 年 01 月 14 日
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