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various Steamhammer developments

SSCAIT now recommends Steamhammer as a starter bot, as Krasi0 pointed out in a comment. Over time I expect this to add cooperation overhead and slow down my development, but also to end up improving my code quality. For now, since there are only a few forks, send bug reports and whatever to me by e-mail or as blog comments. It seems likely that more forks will follow, and I will have to bring up a public issue tracker one way or another. I’ll think of a plan.

Switching my web site to https is also important as people download more often. I have to invest time into that soon.

A minor update to Steamhammer’s web page adds a development roadmap, makes my e-mail address easier to find, and has a few other tweaks.

Steamhammer 1.1 development is running smooth. My change log is similar in size to the 1.0 change log, which took longer. The new zerg macro code is complete and working, though it needs adjustments to do fewer stupid things and more smart things—I won’t let the new release play worse than 1.0. I currently have (... counting ...) 10 critical bugs and a few other high priority issues. I’ve been both finding new bugs and retiring issues at a high rate, so it’s not clear how long it will be before release, but it could be this week.

More documentation is on the menu for the next version, so people can get underway more easily. I’ll make the release then write starter docs shortly after.

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krasi0 on :

We could also embed the new documentation of SH v1.1 on SSCAIT if you decide to put it into the shape of something resembling a tutorial.

Wrt to HTTPS support, I make use of the free option by CloudFlare and am more than happy with it. It also provides caching which makes things blazingly fast. Highly recommended!

MicroDK on :

The roadmap says automatic transitions between different unit mix. I plan the same feature for Microwave based on scouting information so scouting will be important. My plan is to use a pair of zerglings in the early game and later on also use Overloads and/or Scourges. But I still need to figure out a way to weight enemy units and buildings to decide the mix. Do anyone know of a technique that can be used to do this? I have no experience in programming machine learning or other AI techniques, so this should be a simple method that can be implemented. I guess this web page could be a help to find out what counters what: http://strategywiki.org/wiki/StarCraft/Counters. I know that AILien also use automatic unit composition.

Jay Scott on :

My suggestion: Try anything, it will work better than nothing! :-) Then you can adjust it with experience. Steamhammer 1.1 has code that counts the supply of enemy units under simple assumptions about what counters what—mutas counter zealots, hydralisks counter dragoons. I’ll see how it works in the wide world before I try anything fancier.

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