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2015 AIIDE Starcraft AI Competition – Report and Results

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Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#41
post #11

Would be interesting to get your hands on a large set of replays from a lot of gosu players and run some machine learning offline prior to each map for the current match map. Would be fun to experiment with the data and see if it would be possible to infer game tactics from professional players and "simulate" those against another bot based on the current game state.

> Would be interesting to get your hands on a large set of replays from a lot of gosu players and run some machine learning offline prior to each map for the current match map. There are probably too many variables in Starcraft for this to be practical. With a game like chess there's a fairly obvious set of state variables to keep track of (max of 32 pieces that each have a position in essentially an 8x8 2D array), w…

I am fully aware of the complexity of the game.

That's why it would be interesting to see how much can be inferred from offline learning first.

For example, looking at unit positions over time for the map can be quite rewarding, especially between the different phases of the game (early, mid, late).

Re: 2015 AIIDE Starcraft AI Competition – Report and Results

#42
post #8
post #7

Earlier quoted context omitted.

I'd noticed too that the winner claimed to use just a variety of hand-rolled strategies, and wonder why that is. Has anyone had the time to dig into the code? Is this a case of well-writen "naive" code trumping theoretically-better but poorly-implemented algorithms, or are there properties of the game state-space which make e.g. Monte Carlo tree search perform poorly?

I think its just a case of this still being pretty difficult. So a decent handcrafted strategy will beat a computer generated one in a tournament.

Computers can't beat Go, either, not yet, though there's a lot more focus on this.
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