Difference between revisions of "AIUR"
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{{Infobox bot | {{Infobox bot | ||
|id=AIUR | |id=AIUR | ||
− | | | + | |author=Florian Richoux |
− | + | |affiliation=Université de Nantes | |
− | |||
− | |||
− | |affiliation= | ||
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|country=France | |country=France | ||
− | |race= | + | |country2= |
− | | | + | |race=P |
− | | | + | |elo=2507 |
− | | | + | |ladderID=1 |
− | | | + | |version=3.7.4 |
− | | | + | |type=DLL |
− | | | + | |internalDownload=Media:AIUR.7z |
− | | | + | |externalDownload= |
+ | |language=C++ | ||
+ | |github=https://github.com/AIUR-group/AIUR | ||
+ | |site=http://aiur-group.github.io/AIUR/ | ||
|tlstream= | |tlstream= | ||
|twitch= | |twitch= | ||
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|twitter= | |twitter= | ||
|facebook= | |facebook= | ||
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|gplus= | |gplus= | ||
|tlprofile= | |tlprofile= | ||
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|fanclub= | |fanclub= | ||
|achievements= | |achievements= | ||
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}} | }} | ||
− | '''AIUR''' | + | '''AIUR''' (Artificial Intelligence Using Randomness) is an AI for StarCraft: Brood War, written by Florian Richoux. |
+ | The main idea is to be unpredictable by making some stochastic choices. The AI starts a game with a "mood" randomly picked up among 5 moods, dictating some behaviors (aggressive, fast expand, macro-game, ...). In addition, some other choices (productions, timing attacks, early aggressions, ...) are also taken under random conditions. | ||
+ | |||
+ | Learning is an essential part of AIUR. For this, it uses persistent I/O files system to record which moods are efficient against a given opponent, in order to modify the probability distribution for the mood selection. | ||
==Facts== | ==Facts== | ||
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*One of the most popular bots to play because of its multiple build orders. | *One of the most popular bots to play because of its multiple build orders. | ||
− | + | *It uses [[liquipedia:Gateway|Gateway]] units a lot. | |
==Strategies== | ==Strategies== | ||
<b>General</b> | <b>General</b> | ||
− | *[[Cannon]] rush. | + | *[[liquipedia:Cannon|Cannon]] rush. |
*Perfectly timed maximum supply gateway timing. | *Perfectly timed maximum supply gateway timing. | ||
==Achievements== | ==Achievements== | ||
− | + | * [[AIIDE 2013]]: 3rd | |
+ | * [[CIG 2013]] (no I/O systems): 3rd | ||
+ | * [[AIIDE 2012]]: 2nd | ||
+ | * [[CIG 2012]] (no I/O systems): 3rd | ||
+ | * [[AIIDE 2011]] (no I/O systems): 3rd | ||
+ | * [[CIG 2011]] (no I/O systems): 5th | ||
− | == | + | ==Scientific papers== |
− | + | * Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill and Mike Preuss. [http://pagesperso.lina.univ-nantes.fr/~richoux-f/publications/tciaig13.pdf A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft, Transactions on Computational Intelligence and AI in Games], IEEE, 2013. | |
− | + | ==Videos== | |
+ | {{#ev:youtube|sb8VtBnAK2M}} | ||
+ | {{#ev:youtube|HJSjcIVvhVU}} | ||
+ | {{#ev:youtube|ehDDTT0wsC4}} |
Latest revision as of 10:16, 16 July 2015
AIUR (Artificial Intelligence Using Randomness) is an AI for StarCraft: Brood War, written by Florian Richoux.
The main idea is to be unpredictable by making some stochastic choices. The AI starts a game with a "mood" randomly picked up among 5 moods, dictating some behaviors (aggressive, fast expand, macro-game, ...). In addition, some other choices (productions, timing attacks, early aggressions, ...) are also taken under random conditions.
Learning is an essential part of AIUR. For this, it uses persistent I/O files system to record which moods are efficient against a given opponent, in order to modify the probability distribution for the mood selection.
Facts
- One of the most popular bots to play because of its multiple build orders.
- It uses Gateway units a lot.
Strategies
General
- Cannon rush.
- Perfectly timed maximum supply gateway timing.
Achievements
- AIIDE 2013: 3rd
- CIG 2013 (no I/O systems): 3rd
- AIIDE 2012: 2nd
- CIG 2012 (no I/O systems): 3rd
- AIIDE 2011 (no I/O systems): 3rd
- CIG 2011 (no I/O systems): 5th
Scientific papers
- Santiago Ontañón, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill and Mike Preuss. A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft, Transactions on Computational Intelligence and AI in Games, IEEE, 2013.