AI CONTEST #1 | July 3rd - July 19th

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Andrewgosu

The Silent Pandaren Helper
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> have an invisible spirit wolf and it runs past the enemy hero, and the enemy hero detects it and thunderclaps to hit it...

Yes, that would result in disqualification.

Romek answered it, already.

Yes, you are allowed to code an AI for the spawned units.
 

monoVertex

I'm back!
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Sorry, did not see Romek's response.

Exploit found:

Code:
if
- (In-game time of day) Greater than or equal to 18.00
- (In-game time of day) Less than or equal to 6.00 // the time of the day is day
then
- set RANGE = 1800.
else
- set RANGE = 800.

- set yourLoc = Position of (yourHero)
- set enemyLoc = Position of (enemyHero)

if
- (Distance between yourLoc and enemyLoc) Less than or equal to RANGE
then
- Unit - Order yourHero to Attack enemyHero

What if the enemy is an Blademaster and casted the Illusions spell? This code would render that spell useless.
 

Andrewgosu

The Silent Pandaren Helper
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That was just a crude example. We decided that you are not allowed to check whether a target is an illusion, for now.

Anyway, we discussed a little bit with Romek and decided the AI must be made generic, not specific to this map.

rules said:
- The AI must made to work on any map, not specific to this map only e.g the AI can't know that the fountain is 4 blocks away from a tree on the left, which can be blocked. etc

Yes, no-one will judge your code.

However, if it crashes or does something awkward... you cannot battle, then.
 

GetTriggerUnit-

DogEntrepreneur
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This is a very nice contest idea and I've got few questions.

Will hero be level 10?
Will they have mana as they want, I mean no manacost?
Will there be objects?

It's nice to have contest every month!

Edit: Could battles be filmed? And after whoever makes a film of the battles?

Edit2: It seems that the WE AI editor is not made for hero control, is there any other ressource that we can use?
 

monoVertex

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Another question: can we constantly check the enemy Hero to see what spells it casts?

And where they casts it, for point-cast spells?

For example if the enemy casts Blizzard, in a real game I could figure what area is affected and then I would move my Hero out of it and I want to recreate this in coding.

That was just a crude example. We decided that you are not allowed to check whether a target is an illusion, for now.

Well, that code doesn't even needs to do that, I would just use the variable from the map :p.
 

Romek

Super Moderator
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I added an extra rule:

- You are not allowed to alter your nor your opponent's hero in any way via triggers. That includes but is certainly not limited to:
  • Breaking their script in any way

This includes using native hooks to completely stop the opponents AI from functioning, creating 8191 handles to break H2I - 0x100000, etc.
 

GetTriggerUnit-

DogEntrepreneur
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I've read the rules, but it doesn't answer all my questions...
We can use triggers to make our Hero move/attack/cast etc...?
 

monoVertex

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We can use triggers to make our Hero move/attack/cast etc...?

Umm, lol? What the hell are you supposed to do the AI for, if not for those?

And you have to use triggers or Jass, not the AI Editor or any other thing like that.
 

Romek

Super Moderator
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> Will hero be level 10?
> Will they have mana as they want, I mean no manacost?
> Will there be objects?
Read First Post / See Demo Map

> Edit: Could battles be filmed? And after whoever makes a film of the battles?
Ask AndyPandy. :)

> Edit2: It seems that the WE AI editor is not made for hero control, is there any other ressource that we can use?
The trigger editor.
 

GetTriggerUnit-

DogEntrepreneur
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Well, for me AI and triggers are not the same thing...
I didnt read all post at all. So can we use triggers or not?

If we can, is vJass allowed?
 

Romek

Super Moderator
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> If we can, is vJass allowed?
As long as it works. =|

> Well, for me AI and triggers are not the same thing...
Probably because they are in fact different:

"No, they are not the same thing. You create AI through triggers ."
 

monoVertex

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My question is still not answered: can we check when, where and what spells is the enemy casting? As long as the hero is in our range.
 

Builder Bob

Live free or don't
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This sounds like a really fun contest!

Is it allowed to create a trigger to watch for when a spell is being cast? I recon, that as long as the target location is visible to your hero, it should be allowed to react to the spell.

Also, in the map you have provided, it looks like you have created two ramps for each mana fountain. However, only one of the ramps at the top right fountain has proper pathing.
 

Jesus4Lyf

Good Idea™
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THIS is a bannable offense:

In JASS or GUI.

THIS is not:

Use it. It is your only true friend.

Also, in the map you have provided, it looks like you have created two ramps for each mana fountain. However, only one of the ramps at the top right fountain has proper pathing.
Andrew insists it's correct. I already mentioned it, AND detailed my exploit for it. lol.
 

Romek

Super Moderator
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> My question is still not answered: can we check when, where and what spells is the enemy casting?
As long as they're visible to your hero, yes.
 
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