Earlier quoted context omitted.
But Brood War has been thoroughly explored, and is a much more stable target (SC2 is prone to game-shaking patches). Back when pro play was just ending, I was astonished by the level of play. While players may need a bit to practice against the AI, a good AI spurring more play is really exciting to me.
> (SC2 is prone to game-shaking patches) It's something humans have to put up with, the AI should too?
DeepMind Challenges for StarCraft
61–70 of 137 posts
Re: DeepMind Challenges for StarCraft
#62Earlier quoted context omitted.
The control required to master SC2 is far beyond any MOBA style game. AI for MOBA games seems trivial compared to AI for a large scale RTS. It's the difference between controlling 1 unit vs 100 units.
I don't think I agree with that at all. If you can control 1 unit it's trivial to control 100. I might argue that the AI vs AI challenge in Starcraft is deeper and more difficult to master. But for AI vs Player the Starcraft AI has an enormous mechanical advantage. Being able to harass mineral lines in four different places is a big deal. Being able to perfectly micro multiple lines of attack/defense is a big deal. I…
Control them, sure-kiting 100 units at a time would be a breeze-but using them together in a coherent way is drastically more difficult.
Re: DeepMind Challenges for StarCraft
#63Starcraft is a game that is played with mouse and keyboard (or game controller on console). I think in order to say an AI has beat a human, it should have to use the same interface that a human uses. That's part of the definition of the game. In Go, anyone can place a stone as well as anyone else, it's deciding where to place a stone that's the game. In Starcraft, not everyone can control the interface to the game eq…
Re: DeepMind Challenges for StarCraft
#64Starcraft is a game that is played with mouse and keyboard (or game controller on console). I think in order to say an AI has beat a human, it should have to use the same interface that a human uses. That's part of the definition of the game. In Go, anyone can place a stone as well as anyone else, it's deciding where to place a stone that's the game. In Starcraft, not everyone can control the interface to the game eq…
I think there's no need to make it use a keyboard/mouse, you should just add in some human like constraints that are assumed in the game (some limit on APM, some delay between moving the screen and being able to take an action/observe the state).
The interesting part would be whether they can build an AI, not a robot. It's unfortunate that both games are pretty figured out at this point though, it'd be interesting to see if an AI could be made that could react to a big metagame change like http://wiki.teamliquid.net/starcraft/Bisu_Build
Re: DeepMind Challenges for StarCraft
#65Starcraft is a game that is played with mouse and keyboard (or game controller on console). I think in order to say an AI has beat a human, it should have to use the same interface that a human uses. That's part of the definition of the game. In Go, anyone can place a stone as well as anyone else, it's deciding where to place a stone that's the game. In Starcraft, not everyone can control the interface to the game eq…
Re: DeepMind Challenges for StarCraft
#66Earlier quoted context omitted.
I don't think I agree with that at all. If you can control 1 unit it's trivial to control 100. I might argue that the AI vs AI challenge in Starcraft is deeper and more difficult to master. But for AI vs Player the Starcraft AI has an enormous mechanical advantage. Being able to harass mineral lines in four different places is a big deal. Being able to perfectly micro multiple lines of attack/defense is a big deal. I…
> If you can control 1 unit it's trivial to control 100. Control them, sure-kiting 100 units at a time would be a breeze-but using them together in a coherent way is drastically more difficult.
Re: DeepMind Challenges for StarCraft
#67Artosis wrote his view on the topic, it's probably worth a read: http://espn.go.com/esports/story/_/id/15019778/infinite-apm-...
Re: DeepMind Challenges for StarCraft
#68Earlier quoted context omitted.
wherein the element of strategy is strongly over-powered by a reflex-based combat system This isn't true, in general a bigger army will beat a smaller army every time. After you can make equal size armies, the next problem is army positioning and when to take engagements. Finally, after you can do all that, then you can get an extra bonus to your power by microing really well. But not every micro is about speed - mos…
It's not always the case where smaller armies lose to big armies. There are many situations in Starcraft where superior micro of less units can taken on more units. One example is Phoenixes versus mutalisks. For those who don't play, Phoenixes are faster and have slightly longer range than mutalisks. Phoenixes can infinitely shoot and run and kill of mutalisks.
Re: DeepMind Challenges for StarCraft
#69Starcraft is a game that is played with mouse and keyboard (or game controller on console). I think in order to say an AI has beat a human, it should have to use the same interface that a human uses. That's part of the definition of the game. In Go, anyone can place a stone as well as anyone else, it's deciding where to place a stone that's the game. In Starcraft, not everyone can control the interface to the game eq…
From the 2015 AIIDE Starcraft AI competition report[0]. > ""Why not StarCraft 2?" > This is the question we always get asked when we tell people we are doing a BroodWar AI competition. This competition relies completely on BWAPI as a programming interface to BroodWar. BWAPI was created by reverse engineering BroodWar and relies on reading and writing to the program memory space of BroodWar in order to read data and i…
Re: DeepMind Challenges for StarCraft
#70Artosis wrote his view on the topic, it's probably worth a read: http://espn.go.com/esports/story/_/id/15019778/infinite-apm-...
It sounds like he has no idea about the machine learning basis of Alpha Go (and therefore presumably any future Starcraft AI) and thinks all this complex decision making has to be programmed in by hand (which would indeed be nigh-impossible).