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This repository was archived by the owner on Jan 21, 2026. It is now read-only.
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My first Brood War AI! He's not capable of much, but he's mostly functional for what he was made to do!

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Boris

My first Brood War AI! He's not capable of much, but he's mostly functional! He is built on BWAPI 4.4.0 as a Client. Starcraft Brood War 1.16.1 required. Pre-compiled binary comes in release folder.

Boris is now deprecated. I will bring him back with a new repo on my own git eventually. This is read-only for folks to see the code up until now.

Boris only knows one thing: 9pool, then swarm the enemy spawn point. He is also not very smart on maps that aren't 1v1. He has a ~100% win rate vs. vanilla Zerg AI, ~70% vs Terran, and absolutely gets dunked on by Protoss, or non-vanilla AI.

Known issues:

  • Boris might still have some frames where Zerglings are idle, or a building isn't being constructed when it should be. It's actually pretty bad in v3
  • Boris might send units to the very upper left or the center of the map. He also occasionally sends the swarm to the wrong place, which also usually leads to his doom. Not sure what causes this yet.
  • Boris has some extremely rare nullptr-related crashes. Trying to fix it.
  • Boris performs poorly on maps designed for more than 4 players, but still functions. However, by the time he usually finds the enemy, his zergling rush strategy is ineffective.
  • Boris treats Zerglings like old Conscripts and just suicides them mindlessly at the (first) enemy spawn point. Multiple enemy bases, enemies, or spawn points are an issue.

To compile Boris in Visual Studio:

  • Clone or download BWAPI 4.4.0 first as this is required!
  • Clone or download the repository, and place the folder into your (bwapi install folder)/bwapi
  • Add Boris.vcxproj to your existing BWAPI solution, or open it (it will create a new solution) and add the BWAPIClient and BWAPILib projects from BWAPI to it.

Changelog:

v1
  • initial release
v2
  • updated to scout maps besides 1v1
  • updated zergling initial attack code to be more efficient instead of "just go to the first available spawn point"
v3
  • updated scouting code so units that aren't scouts can also discover the enemy meaningfully
  • more improvements to zergling attack code, but I still have that wierd idling period

Thanks to these people from the SSCAIT community for helping me learn C++:

  • NiteKat
  • PurpleWave
  • Nathan Roth (Antiga/Iruian)
  • N00byEdge
  • dishbutt
  • Ankmairdor
  • Sonko for his great Make Computer Do Things streams where he and guest developers make AIs from scratch!

About

My first Brood War AI! He's not capable of much, but he's mostly functional for what he was made to do!

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