- Joined
- Jul 10, 2006
- Messages
- 3,315
A contest about coding AI and also creating a strategy on a map newly created for the contest. All the AIs will fight each other in an even battlefield to see which is the best.
We could also use an existing micro/tactics map.
Would anyone be interested in participating in such a contest? It might be fun to have this be a monthly affair where everyone reviews the new "patch notes" for the contest map and adjusts their AIs accordingly.
This wouldn't be strictly for coders only, a good strategist could win by selecting a superior unit composition and attack-move.
We could also use an existing micro/tactics map.
- Any code type allowed - GUI/JASS/vJASS, or even wurst compiled into plain jass
- Code quality/performance isn't very important, this is all about winning
- No random numbers
- You may only perform functions using positions of enemy units that are within vision of your own units. Similarly for other functions, like number of units in an area.
- Map
- Terrain will have cliffs/hills/obstacles and perfectly symmetrical from both spawn points
- 5-10 unit types available, including spellcasters and specialists. Each unit has a gold cost.
- All units' damage will have no random factor (i.e. 13-13 damage instead of 12-14 damage) and no spells will have random effects (e.g. bash)
- Battle
- Every AI will fight in a Best of 3 (for a consistent result) battle against every other AI, with a point going to the winner. AI with the most points wins.
- At the start of every 1v1, the AI will buy units with a starting gold amount (you program your unit choices into the AI)
- Both AIs buy their units instantly and cannot see what the other AI has chosen, so there is no counter-picking
Would anyone be interested in participating in such a contest? It might be fun to have this be a monthly affair where everyone reviews the new "patch notes" for the contest map and adjusts their AIs accordingly.
This wouldn't be strictly for coders only, a good strategist could win by selecting a superior unit composition and attack-move.
Last edited: