

I started with some basic things like moving, attack, casting spells, and buying and selling items. Not all things a human can do in the game are currently implemented. This is a research project and should encourage people to contribute their own AIs. What's the state of the mod? Does it come with cool bots to play against with?
#DOTA AI OFFICIAL DOWNLOAD#
However, as these are mostly executable programs, standard caution should be applied - like with everthing that you download from the internet. It uses a HTTP connection to talk to bot authors' software.
#DOTA AI OFFICIAL MOD#
The mod itself can't harm your computer, as the Dota2 LUA Sandbox is very restrictive about what it can or can't do. Isn't that dangerous (malware, viruses, etc)? The repository also provides an example implementation of a bot, but rather for demonstration purposes. Though this complicates things a bit, it is unfortunately the only way, as the game only allows HTTP requests to access other processes, as the io package and loadlib are not supported by built-in LUA runtime.

The Dota2 mode is a copy of the basic game mode and the default map, but acts as a proxy between the game and a web service through JSON objects. Also, coding bots in the LUA sandbox would require additional measures to prevent them from cheating. very time consuming functions, asynchronously, since everything runs in the same process and would slow things down a lot. Also, coding a bot i LUA would mean that a bot can't do any machine learning task, e.g.
#DOTA AI OFFICIAL CODE#
That means they could re-use existing libraries and code that has been tested in other domains. While it would eventually possible to write a more complex bot in LUA, most people would prefer something else to code in.


The game offers a LUA sandbox for scripting and modding various aspect of the game, meant for people who would like to create new content such as game modes, heroes, abilities and whatnot. As a start, I'm aiming for bots that can reliably farm the middle lane and eventually destroy the enenmy T1 middle tower in a 1v! setting like the game's online practice mode. Both writing the best Dota2 AI ever made or bots that pass a turing-like test are viable directions. The goal is to provide a framework for bots to fully compete in a standard match. Instead, I would like to lay the focus on coordination as on bot controls only one hero and has to work together with human team mates or other bots. Though Dota2 shares a similar popularity like games with Starcraft, my personal hunch is that it's not as complex (for an AI) to play sufficiently well. This project aims to make it easier to do this for Dota2. The motivations are manifold: some are just unsatisfied with the built-in AI, others see this as a research challenge and go for questions like: "can we build machines no human can beat?" or "what does it take to fool a human that she is playing against another human?" You may have heard about the "Starcraft Bot competition" or the "2K Bot Prize" for Unreal Tournament. Writing bots for video games is a discipline with growing popularity both in academia and among gaming/coding enthusiast. General disclaimer: this project is not affiliated with Valve.
