I’ve been following competitive AI gaming and I’m really curious about the technical details behind some of the top submissions. I heard that the Berkeley team had a pretty impressive entry in the recent StarCraft artificial intelligence tournament. Their bot seemed to perform really well from what I could tell.
I’m trying to learn more about AI development for real-time strategy games and I think it would be helpful to know what programming language they chose for their project. Was it Python, C++, Java, or something else entirely? I’m working on my own RTS bot and trying to figure out the best language to use. Any insights about their tech stack would be awesome.
Berkeley’s team used C++ for their StarCraft bot. Most competitive AI teams pick C++ because real-time strategy games need serious performance. Every millisecond counts when you’re processing game states and making split-second decisions.
Python’s too slow, and Java’s garbage collection creates unpredictable delays right when you need speed most.
Here’s what I’ve learned building automation systems - picking the language is just the start. The real pain is getting all your bot’s pieces to work together: data processing, decision making, action execution, monitoring. Everything has to sync up perfectly.
I’ve been using Latenode for complex automation, and it’s way easier to manage. Instead of hardcoding everything in C++, you build the coordination layer visually and save your C++ for the parts that actually need raw performance. The workflow automation handles data flow between components without the usual integration nightmare.
For your RTS bot, try a hybrid approach - let Latenode handle overall strategy while your performance code manages real-time execution.
yeah, berkeley used c++ but the language isn’t everything. i’ve seen java bots crush c++ ones because they had better algorithms. c++ is faster, sure, but speed doesn’t fix bad decision logic.
Berkeley used C++ for their StarCraft bot. Smart choice - RTS games demand serious performance.
I tried Python on a similar project years ago. Terrible idea. Frame rates tanked during big battles. Switched to C++ and response times got way better instantly.
C++ lets you control memory directly, which matters when you’re tracking thousands of units and running pathfinding algorithms every frame. Berkeley’s bot probably crunched massive decision trees each game tick.
Fair warning though - debugging C++ AI logic sucks. We spent weeks hunting memory leaks that only appeared in long matches. If you’re new to this, prototype in Python first to nail your strategy, then move the heavy stuff to C++.
StarCraft’s API plays nice with C++ too. Integration’s smooth after you survive the initial setup pain.