AI Interface

This is a very early draft with some ideas taken from http://bwmirror.jurenka.sk/javadoc/bwapi/package-summary.html

This file shall provide information about the AI interface design.

General ideas

  • An AI registers hooks for desired events

  • The C++ engine triggers python AI functions when desired events occur

  • The AI then can trigger actions on the controllable units

  • Periodically (1 Hz?), the AI gets ticked to allow event independent decisions

Event types

Python interface basic events:

  • on_start(GameInfo info)

  • on_frame(Game game)

  • on_end(Player winner)

Some AIs may prefer an event driven approach (rule based AI):

  • on_unit_discover(Unit unit)

  • on_unit_complete(Unit unit)

  • on_unit_lost(Unit unit)

  • many more…

Some AIs will need to simulate ticks into the future to help make decisions for the current tick. (min-max, MCTS, etc.)

Relevant structures for the AI

Remember: These are just some ideas for possible interfaces, they are not existent in the game yet.

struct game_info {
	int num_players;
	int map_size;
	int pop_limit;
	resources_type;
	map_view;
	starting_age;
	victory_mode;
}
class Game {
	Player[] allies();      // all the ally players that have not left or been defeated.
	bool     canBuildHere(Unit builder, TilePosition position, UnitType type);
	bool     canMake(Unit builder, UnitType type);
	bool     canResearch(Unit unit, TechType type);
	bool     canUpgrade(Unit unit, UpgradeType type);
	Player[] enemies();     // all the enemy players that have not left or been defeated.
	Unit[]   getAllUnits(); // returns all the visible units.

	// many more examples at: http://bwmirror.jurenka.sk/javadoc/bwapi/Game.html
}
class Player {
	string getName();   // returns the name of the player.
	Race   getRace();   // returns the race of the player.
	Unit[] getUnits();  // returns the set of units the player own.
	bool   hasResearched(TechType tech);
	int    getWood()    // Returns the amount of wood the player owns.
	// many more...
}
class Unit {
	// used to get information about individual units as well as issue orders to units
}
class Calculation {
	// used to get computation heavy calculations from the C++ engine
}