Предыдущая статья — Python AI в StarCraft II. Часть XII: используем нейросетевую модель.
Продолжаем и добро пожаловать в тринадцатую часть серии статей про использование искусственного интеллекта в игре Starcraft II. До настоящего момента мы занимались тестированием базовой модели построения нейронной сети. И она оказалась успешной, поэтому теперь мы готовы расширить возможности самого AI и, возможно, исправить некоторые проблемы.
Отлично, вот что у нас сейчас на повестке дня:
Исправления:
- Названия командных центров Терранов были просто неправильными, а кроме того, эти названия могут отличаться. В любом случае это будет устранено с помощью новой логики отрисовки, но это важно.
- У нас была ошибка случайного отклонения координат, когда отклонение основывалось на положении, а не на размере карты.
Улучшения:
- Точно отслеживать время игры.
- Вместо того, чтобы произвольно определять размеры объектов, мы можем использовать радиус юнита (доступный для объекта юнита). Это также позволит нам легче отображать все вещи в нашем представлении, а не жестко их кодировать.
- Ранняя разведка — вместо того, чтобы ждать первые 4 минуты, сначала сделаем разведку с помощью зонда.
- Исправим логику разведки — нам нужно, чтобы разведчики в зоны расширения и просто находились там (кроме рабочих, которые будут переназначены в другие места, если они простаивают).
- Исправив логику разведки, можно будет также улучшить результаты продолжительных игр, где нам не удавалось полностью добить врага.
Варианты:
Наличие только 4 вариантов выбора для ИИ упростило задачу, но не дало нейронной сети полного контроля. Сейчас мы добавим еще варианты, причем не только для атаки, но и для создания зданий и юнитов. Вот что мы возьмем:
- Создание скаута (разведчика)
- Создание Зилота (Zealot)
- Создание Врат
- Создание Луча Бездны
- Создание Сталкера
- Создание проба (рабочего)
- Строительство Ассимилятора (Assimilator)
- Создание Звездных Врат (Stargate)
- Создание Пилона
- Защита Нексуса
- Атака известного вражеского юнита
- Атака известной вражеской структуры
- Расширение
- Ничего не делаем (выжидаем)
Отдельно скажем про Фотонную Пушку. Мы пока этот сюжет опустим и потом рассмотрим отдельно, так как он весьма важен. Как и раньше, это не окончательный вариант нашей нейронной сети. Мы просто производим некоторые усовершенствования.
Наш код из девятой части, который мы будем модифицировать, имеет следующий вид:
import sc2 from sc2 import run_game, maps, Race, Difficulty, position, Result from sc2.player import Bot, Computer from sc2.constants import NEXUS, PROBE, PYLON, ASSIMILATOR, GATEWAY, \ CYBERNETICSCORE, STARGATE, VOIDRAY, OBSERVER, ROBOTICSFACILITY import random import cv2 import numpy as np import time #os.environ["SC2PATH"] = '/starcraftstuff/StarCraftII/' HEADLESS = False class SentdeBot(sc2.BotAI): def __init__(self): self.ITERATIONS_PER_MINUTE = 165 self.MAX_WORKERS = 50 self.do_something_after = 0 self.train_data = [] def on_end(self, game_result): print('--- on_end called ---') print(game_result) if game_result == Result.Victory: np.save("train_data/{}.npy".format(str(int(time.time()))), np.array(self.train_data)) async def on_step(self, iteration): self.iteration = iteration await self.scout() await self.distribute_workers() await self.build_workers() await self.build_pylons() await self.build_assimilators() await self.expand() await self.offensive_force_buildings() await self.build_offensive_force() await self.intel() await self.attack() def random_location_variance(self, enemy_start_location): x = enemy_start_location[0] y = enemy_start_location[1] x += ((random.randrange(-20, 20))/100) * enemy_start_location[0] y += ((random.randrange(-20, 20))/100) * enemy_start_location[1] if x < 0: x = 0 if y < 0: y = 0 if x > self.game_info.map_size[0]: x = self.game_info.map_size[0] if y > self.game_info.map_size[1]: y = self.game_info.map_size[1] go_to = position.Point2(position.Pointlike((x,y))) return go_to async def scout(self): if len(self.units(OBSERVER)) > 0: scout = self.units(OBSERVER)[0] if scout.is_idle: enemy_location = self.enemy_start_locations[0] move_to = self.random_location_variance(enemy_location) print(move_to) await self.do(scout.move(move_to)) else: for rf in self.units(ROBOTICSFACILITY).ready.noqueue: if self.can_afford(OBSERVER) and self.supply_left > 0: await self.do(rf.train(OBSERVER)) async def intel(self): game_data = np.zeros((self.game_info.map_size[1], self.game_info.map_size[0], 3), np.uint8) # UNIT: [SIZE, (BGR COLOR)] '''from sc2.constants import NEXUS, PROBE, PYLON, ASSIMILATOR, GATEWAY, \ CYBERNETICSCORE, STARGATE, VOIDRAY''' draw_dict = { NEXUS: [15, (0, 255, 0)], PYLON: [3, (20, 235, 0)], PROBE: [1, (55, 200, 0)], ASSIMILATOR: [2, (55, 200, 0)], GATEWAY: [3, (200, 100, 0)], CYBERNETICSCORE: [3, (150, 150, 0)], STARGATE: [5, (255, 0, 0)], ROBOTICSFACILITY: [5, (215, 155, 0)], VOIDRAY: [3, (255, 100, 0)], #OBSERVER: [3, (255, 255, 255)], } for unit_type in draw_dict: for unit in self.units(unit_type).ready: pos = unit.position cv2.circle(game_data, (int(pos[0]), int(pos[1])), draw_dict[unit_type][0], draw_dict[unit_type][1], -1) main_base_names = ["nexus", "supplydepot", "hatchery"] for enemy_building in self.known_enemy_structures: pos = enemy_building.position if enemy_building.name.lower() not in main_base_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 5, (200, 50, 212), -1) for enemy_building in self.known_enemy_structures: pos = enemy_building.position if enemy_building.name.lower() in main_base_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 15, (0, 0, 255), -1) for enemy_unit in self.known_enemy_units: if not enemy_unit.is_structure: worker_names = ["probe", "scv", "drone"] # if that unit is a PROBE, SCV, or DRONE... it's a worker pos = enemy_unit.position if enemy_unit.name.lower() in worker_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 1, (55, 0, 155), -1) else: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 3, (50, 0, 215), -1) for obs in self.units(OBSERVER).ready: pos = obs.position cv2.circle(game_data, (int(pos[0]), int(pos[1])), 1, (255, 255, 255), -1) line_max = 50 mineral_ratio = self.minerals / 1500 if mineral_ratio > 1.0: mineral_ratio = 1.0 vespene_ratio = self.vespene / 1500 if vespene_ratio > 1.0: vespene_ratio = 1.0 population_ratio = self.supply_left / self.supply_cap if population_ratio > 1.0: population_ratio = 1.0 plausible_supply = self.supply_cap / 200.0 military_weight = len(self.units(VOIDRAY)) / (self.supply_cap-self.supply_left) if military_weight > 1.0: military_weight = 1.0 cv2.line(game_data, (0, 19), (int(line_max*military_weight), 19), (250, 250, 200), 3) # worker/supply ratio cv2.line(game_data, (0, 15), (int(line_max*plausible_supply), 15), (220, 200, 200), 3) # plausible supply (supply/200.0) cv2.line(game_data, (0, 11), (int(line_max*population_ratio), 11), (150, 150, 150), 3) # population ratio (supply_left/supply) cv2.line(game_data, (0, 7), (int(line_max*vespene_ratio), 7), (210, 200, 0), 3) # gas / 1500 cv2.line(game_data, (0, 3), (int(line_max*mineral_ratio), 3), (0, 255, 25), 3) # minerals minerals/1500 # flip horizontally to make our final fix in visual representation: self.flipped = cv2.flip(game_data, 0) if not HEADLESS: resized = cv2.resize(self.flipped, dsize=None, fx=2, fy=2) cv2.imshow('Intel', resized) cv2.waitKey(1) async def build_workers(self): if (len(self.units(NEXUS)) * 16) > len(self.units(PROBE)) and len(self.units(PROBE)) < self.MAX_WORKERS: for nexus in self.units(NEXUS).ready.noqueue: if self.can_afford(PROBE): await self.do(nexus.train(PROBE)) async def build_pylons(self): if self.supply_left < 5 and not self.already_pending(PYLON): nexuses = self.units(NEXUS).ready if nexuses.exists: if self.can_afford(PYLON): await self.build(PYLON, near=nexuses.first) async def build_assimilators(self): for nexus in self.units(NEXUS).ready: vaspenes = self.state.vespene_geyser.closer_than(15.0, nexus) for vaspene in vaspenes: if not self.can_afford(ASSIMILATOR): break worker = self.select_build_worker(vaspene.position) if worker is None: break if not self.units(ASSIMILATOR).closer_than(1.0, vaspene).exists: await self.do(worker.build(ASSIMILATOR, vaspene)) async def expand(self): if self.units(NEXUS).amount < (self.iteration / self.ITERATIONS_PER_MINUTE) and self.can_afford(NEXUS): await self.expand_now() async def offensive_force_buildings(self): #print(self.iteration / self.ITERATIONS_PER_MINUTE) if self.units(PYLON).ready.exists: pylon = self.units(PYLON).ready.random if self.units(GATEWAY).ready.exists and not self.units(CYBERNETICSCORE): if self.can_afford(CYBERNETICSCORE) and not self.already_pending(CYBERNETICSCORE): await self.build(CYBERNETICSCORE, near=pylon) elif len(self.units(GATEWAY)) < 1: if self.can_afford(GATEWAY) and not self.already_pending(GATEWAY): await self.build(GATEWAY, near=pylon) if self.units(CYBERNETICSCORE).ready.exists: if len(self.units(ROBOTICSFACILITY)) < 1: if self.can_afford(ROBOTICSFACILITY) and not self.already_pending(ROBOTICSFACILITY): await self.build(ROBOTICSFACILITY, near=pylon) if self.units(CYBERNETICSCORE).ready.exists: if len(self.units(STARGATE)) < (self.iteration / self.ITERATIONS_PER_MINUTE): if self.can_afford(STARGATE) and not self.already_pending(STARGATE): await self.build(STARGATE, near=pylon) async def build_offensive_force(self): for sg in self.units(STARGATE).ready.noqueue: if self.can_afford(VOIDRAY) and self.supply_left > 0: await self.do(sg.train(VOIDRAY)) def find_target(self, state): if len(self.known_enemy_units) > 0: return random.choice(self.known_enemy_units) elif len(self.known_enemy_structures) > 0: return random.choice(self.known_enemy_structures) else: return self.enemy_start_locations[0] async def attack(self): if len(self.units(VOIDRAY).idle) > 0: choice = random.randrange(0, 4) target = False if self.iteration > self.do_something_after: if choice == 0: # no attack wait = random.randrange(20, 165) self.do_something_after = self.iteration + wait elif choice == 1: #attack_unit_closest_nexus if len(self.known_enemy_units) > 0: target = self.known_enemy_units.closest_to(random.choice(self.units(NEXUS))) elif choice == 2: #attack enemy structures if len(self.known_enemy_structures) > 0: target = random.choice(self.known_enemy_structures) elif choice == 3: #attack_enemy_start target = self.enemy_start_locations[0] if target: for vr in self.units(VOIDRAY).idle: await self.do(vr.attack(target)) y = np.zeros(4) y[choice] = 1 print(y) self.train_data.append([y,self.flipped]) run_game(maps.get("AbyssalReefLE"), [ Bot(Race.Protoss, SentdeBot()), Computer(Race.Terran, Difficulty.Easy) ], realtime=False)[machinelearning_ad_block]
Для начала разберемся со временем игры. Для этого просто добавим в метод on_step следующий код:
async def on_step(self, iteration): #self.iteration = iteration self.time = (self.state.game_loop/22.4) / 60
Мы закомментировали self.iteration
, чтобы принудительно находить все экземпляры класса, которые используют итерацию, а не время.
В метод random_location_variance
добавим:
def random_location_variance(self, enemy_start_location): x = enemy_start_location[0] y = enemy_start_location[1] # Исправлено! x += ((random.randrange(-20, 20))/100) * self.game_info.map_size[0] y += ((random.randrange(-20, 20))/100) * self.game_info.map_size[1]
Метод expand
примет следующий вид:
async def expand(self): try: if self.units(NEXUS).amount < self.time/2 and self.can_afford(NEXUS): await self.expand_now() except Exception as e: print(str(e))
Мы также используем время для создания Звездных врат, а чтобы передать этот вопрос нашему AI, добавим в метод offensive_force_buildings
следующий код:
if self.units(CYBERNETICSCORE).ready.exists: if len(self.units(STARGATE)) < self.time: # changed here! if self.can_afford(STARGATE) and not self.already_pending(STARGATE): await self.build(STARGATE, near=pylon)
Далее, для реализации стратегии «ничего не делать» напишем:
async def attack(self): if len(self.units(VOIDRAY).idle) > 0: target = False if self.time > self.do_something_after: # changed here if self.use_model: prediction = self.model.predict([self.flipped.reshape([-1, 176, 200, 3])]) choice = np.argmax(prediction[0]) else: choice = random.randrange(0, 4) if choice == 0: # no attack wait = random.randrange(7,100)/100 # and here! self.do_something_after = self.time + wait
И весь код на данный момент принял следующий вид:
import sc2 from sc2 import run_game, maps, Race, Difficulty, Result from sc2.player import Bot, Computer from sc2 import position from sc2.constants import NEXUS, PROBE, PYLON, ASSIMILATOR, GATEWAY, \ CYBERNETICSCORE, STARGATE, VOIDRAY, SCV, DRONE, ROBOTICSFACILITY, OBSERVER import random import cv2 import numpy as np import os import time import keras #os.environ["SC2PATH"] = '/starcraftstuff/StarCraftII/' HEADLESS = False class SentdeBot(sc2.BotAI): def __init__(self, use_model=False): #self.ITERATIONS_PER_MINUTE = 165 self.MAX_WORKERS = 50 self.do_something_after = 0 self.use_model = use_model self.train_data = [] if self.use_model: print("USING MODEL!") self.model = keras.models.load_model("BasicCNN-30-epochs-0.0001-LR-4.2") def on_end(self, game_result): print('--- on_end called ---') print(game_result, self.use_model) with open("gameout-random-vs-medium.txt","a") as f: if self.use_model: f.write("Model {}\n".format(game_result)) else: f.write("Random {}\n".format(game_result)) async def on_step(self, iteration): #self.iteration = iteration ################ self.time = (self.state.game_loop/22.4) / 60 print('Time:',self.time) ############### await self.scout() await self.distribute_workers() await self.build_workers() await self.build_pylons() await self.build_assimilators() await self.expand() await self.offensive_force_buildings() await self.build_offensive_force() await self.intel() await self.attack() def random_location_variance(self, enemy_start_location): x = enemy_start_location[0] y = enemy_start_location[1] # FIXED THIS x += ((random.randrange(-20, 20))/100) * self.game_info.map_size[0] y += ((random.randrange(-20, 20))/100) * self.game_info.map_size[1] if x < 0: print("x below") x = 0 if y < 0: print("y below") y = 0 if x > self.game_info.map_size[0]: print("x above") x = self.game_info.map_size[0] if y > self.game_info.map_size[1]: print("y above") y = self.game_info.map_size[1] go_to = position.Point2(position.Pointlike((x,y))) return go_to async def scout(self): ''' ['__call__', '__class__', '__delattr__', '__dict__', '__dir__', '__doc__', '__eq__', '__format__', '__ge__', '__getattribute__', '__gt__', '__hash__', '__init__', '__init_subclass__', '__le__', '__lt__', '__module__', '__ne__', '__new__', '__reduce__', '__reduce_ex__', '__repr__', '__setattr__', '__sizeof__', '__str__', '__subclasshook__', '__weakref__', '_game_data', '_proto', '_type_data', 'add_on_tag', 'alliance', 'assigned_harvesters', 'attack', 'build', 'build_progress', 'cloak', 'detect_range', 'distance_to', 'energy', 'facing', 'gather', 'has_add_on', 'has_buff', 'health', 'health_max', 'hold_position', 'ideal_harvesters', 'is_blip', 'is_burrowed', 'is_enemy', 'is_flying', 'is_idle', 'is_mine', 'is_mineral_field', 'is_powered', 'is_ready', 'is_selected', 'is_snapshot', 'is_structure', 'is_vespene_geyser', 'is_visible', 'mineral_contents', 'move', 'name', 'noqueue', 'orders', 'owner_id', 'position', 'radar_range', 'radius', 'return_resource', 'shield', 'shield_max', 'stop', 'tag', 'train', 'type_id', 'vespene_contents', 'warp_in'] ''' if len(self.units(OBSERVER)) > 0: scout = self.units(OBSERVER)[0] if scout.is_idle: enemy_location = self.enemy_start_locations[0] move_to = self.random_location_variance(enemy_location) print(move_to) await self.do(scout.move(move_to)) else: for rf in self.units(ROBOTICSFACILITY).ready.noqueue: if self.can_afford(OBSERVER) and self.supply_left > 0: await self.do(rf.train(OBSERVER)) async def intel(self): # for game_info: https://github.com/Dentosal/python-sc2/blob/master/sc2/game_info.py#L162 #print(self.game_info.map_size) # flip around. It's y, x when you're dealing with an array. game_data = np.zeros((self.game_info.map_size[1], self.game_info.map_size[0], 3), np.uint8) # UNIT: [SIZE, (BGR COLOR)] '''from sc2.constants import NEXUS, PROBE, PYLON, ASSIMILATOR, GATEWAY, \ CYBERNETICSCORE, STARGATE, VOIDRAY''' draw_dict = { NEXUS: [15, (0, 255, 0)], PYLON: [3, (20, 235, 0)], PROBE: [1, (55, 200, 0)], ASSIMILATOR: [2, (55, 200, 0)], GATEWAY: [3, (200, 100, 0)], CYBERNETICSCORE: [3, (150, 150, 0)], STARGATE: [5, (255, 0, 0)], ROBOTICSFACILITY: [5, (215, 155, 0)], #VOIDRAY: [3, (255, 100, 0)], } for unit_type in draw_dict: for unit in self.units(unit_type).ready: pos = unit.position cv2.circle(game_data, (int(pos[0]), int(pos[1])), draw_dict[unit_type][0], draw_dict[unit_type][1], -1) # NOT THE MOST IDEAL, BUT WHATEVER LOL main_base_names = ["nexus", "commandcenter", "hatchery"] for enemy_building in self.known_enemy_structures: pos = enemy_building.position if enemy_building.name.lower() not in main_base_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 5, (200, 50, 212), -1) for enemy_building in self.known_enemy_structures: pos = enemy_building.position if enemy_building.name.lower() in main_base_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 15, (0, 0, 255), -1) for enemy_unit in self.known_enemy_units: if not enemy_unit.is_structure: worker_names = ["probe", "scv", "drone"] # if that unit is a PROBE, SCV, or DRONE... it's a worker pos = enemy_unit.position if enemy_unit.name.lower() in worker_names: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 1, (55, 0, 155), -1) else: cv2.circle(game_data, (int(pos[0]), int(pos[1])), 3, (50, 0, 215), -1) for obs in self.units(OBSERVER).ready: pos = obs.position cv2.circle(game_data, (int(pos[0]), int(pos[1])), 1, (255, 255, 255), -1) for vr in self.units(VOIDRAY).ready: pos = vr.position cv2.circle(game_data, (int(pos[0]), int(pos[1])), 3, (255, 100, 0), -1) line_max = 50 mineral_ratio = self.minerals / 1500 if mineral_ratio > 1.0: mineral_ratio = 1.0 vespene_ratio = self.vespene / 1500 if vespene_ratio > 1.0: vespene_ratio = 1.0 population_ratio = self.supply_left / self.supply_cap if population_ratio > 1.0: population_ratio = 1.0 plausible_supply = self.supply_cap / 200.0 military_weight = len(self.units(VOIDRAY)) / (self.supply_cap-self.supply_left) if military_weight > 1.0: military_weight = 1.0 cv2.line(game_data, (0, 19), (int(line_max*military_weight), 19), (250, 250, 200), 3) # worker/supply ratio cv2.line(game_data, (0, 15), (int(line_max*plausible_supply), 15), (220, 200, 200), 3) # plausible supply (supply/200.0) cv2.line(game_data, (0, 11), (int(line_max*population_ratio), 11), (150, 150, 150), 3) # population ratio (supply_left/supply) cv2.line(game_data, (0, 7), (int(line_max*vespene_ratio), 7), (210, 200, 0), 3) # gas / 1500 cv2.line(game_data, (0, 3), (int(line_max*mineral_ratio), 3), (0, 255, 25), 3) # minerals minerals/1500 # flip horizontally to make our final fix in visual representation: self.flipped = cv2.flip(game_data, 0) resized = cv2.resize(self.flipped, dsize=None, fx=2, fy=2) if not HEADLESS: if self.use_model: cv2.imshow('Model Intel', resized) cv2.waitKey(1) else: cv2.imshow('Random Intel', resized) cv2.waitKey(1) async def build_workers(self): if (len(self.units(NEXUS)) * 16) > len(self.units(PROBE)) and len(self.units(PROBE)) < self.MAX_WORKERS: for nexus in self.units(NEXUS).ready.noqueue: if self.can_afford(PROBE): await self.do(nexus.train(PROBE)) async def build_pylons(self): if self.supply_left < 5 and not self.already_pending(PYLON): nexuses = self.units(NEXUS).ready if nexuses.exists: if self.can_afford(PYLON): await self.build(PYLON, near=nexuses.first) async def build_assimilators(self): for nexus in self.units(NEXUS).ready: vaspenes = self.state.vespene_geyser.closer_than(15.0, nexus) for vaspene in vaspenes: if not self.can_afford(ASSIMILATOR): break worker = self.select_build_worker(vaspene.position) if worker is None: break if not self.units(ASSIMILATOR).closer_than(1.0, vaspene).exists: await self.do(worker.build(ASSIMILATOR, vaspene)) async def expand(self): try: ####################################################### if self.units(NEXUS).amount < self.time/2 and self.can_afford(NEXUS): await self.expand_now() except Exception as e: print(str(e)) async def offensive_force_buildings(self): if self.units(PYLON).ready.exists: pylon = self.units(PYLON).ready.random if self.units(GATEWAY).ready.exists and not self.units(CYBERNETICSCORE): if self.can_afford(CYBERNETICSCORE) and not self.already_pending(CYBERNETICSCORE): await self.build(CYBERNETICSCORE, near=pylon) elif len(self.units(GATEWAY)) < 1: if self.can_afford(GATEWAY) and not self.already_pending(GATEWAY): await self.build(GATEWAY, near=pylon) if self.units(CYBERNETICSCORE).ready.exists: if len(self.units(ROBOTICSFACILITY)) < 1: if self.can_afford(ROBOTICSFACILITY) and not self.already_pending(ROBOTICSFACILITY): await self.build(ROBOTICSFACILITY, near=pylon) if self.units(CYBERNETICSCORE).ready.exists: ################################################# if len(self.units(STARGATE)) < self.time: if self.can_afford(STARGATE) and not self.already_pending(STARGATE): await self.build(STARGATE, near=pylon) async def build_offensive_force(self): for sg in self.units(STARGATE).ready.noqueue: if self.can_afford(VOIDRAY) and self.supply_left > 0: await self.do(sg.train(VOIDRAY)) def find_target(self, state): if len(self.known_enemy_units) > 0: return random.choice(self.known_enemy_units) elif len(self.known_enemy_structures) > 0: return random.choice(self.known_enemy_structures) else: return self.enemy_start_locations[0] async def attack(self): if len(self.units(VOIDRAY).idle) > 0: target = False ################################################# ################################################# if self.time > self.do_something_after: if self.use_model: prediction = self.model.predict([self.flipped.reshape([-1, 176, 200, 3])]) choice = np.argmax(prediction[0]) else: choice = random.randrange(0, 4) if choice == 0: # no attack ################################################# ################################################# wait = random.randrange(7,100)/100 self.do_something_after = self.time + wait ################################################# ################################################# elif choice == 1: #attack_unit_closest_nexus if len(self.known_enemy_units) > 0: target = self.known_enemy_units.closest_to(random.choice(self.units(NEXUS))) elif choice == 2: #attack enemy structures if len(self.known_enemy_structures) > 0: target = random.choice(self.known_enemy_structures) elif choice == 3: #attack_enemy_start target = self.enemy_start_locations[0] if target: for vr in self.units(VOIDRAY).idle: await self.do(vr.attack(target)) y = np.zeros(4) y[choice] = 1 self.train_data.append([y, self.flipped]) run_game(maps.get("AbyssalReefLE"), [ Bot(Race.Protoss, SentdeBot(use_model=False)), Computer(Race.Protoss, Difficulty.Medium), ], realtime=False)
Следующая статья — Python AI в StarCraft II. Часть XIV: совершенствуем разведку.