Very interesting stuff. Allowing researchers to build AIs that operate on either game state or visual data is a great step, IMO. Being able to limit actions-per-minute is also very wise. The excellent BWAPI library for Starcraft Broodwar that is referenced ( https://github.com/bwapi/bwapi ) provides game state - and was presumably used by Facebook to do their research earlier this year ( http://arxiv.org/abs/1609.029…
DeepMind and Blizzard to release StarCraft II as an AI research environment
181–190 of 344 posts
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#182This is pretty interesting. DeepMind’s last triumph (beating the best human Go players with AlphaGo) is impressive, but Go is a great fit for neural networks as they stand today; it’s stateless, so you can fully evaluate your position based on the state of the board at a given turn. That’s not a good fit for most real-world problems, where you have to remember something that happened in the past. E.g. the ‘fog of war…
If the US doesn't do this, someone else probably will.
We're going to see an AI-based blitzkrieg attack in our lifetimes.
Once you can launch an invasion without losing any soldiers, war seems like a much less dangerous proposition.
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#183Earlier quoted context omitted.
An apm limit is needed because impossibly high APM results in stupid strategies that the game wasn't designed for. The point is to build ai that compete with humans using human strategies. Not to cheese with borked game mechanic exploits.
In practice right now the AI still loses even with unlimited APM. It's just too dumb to really take advantage of its execution speed.
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#184This is pretty interesting. DeepMind’s last triumph (beating the best human Go players with AlphaGo) is impressive, but Go is a great fit for neural networks as they stand today; it’s stateless, so you can fully evaluate your position based on the state of the board at a given turn. That’s not a good fit for most real-world problems, where you have to remember something that happened in the past. E.g. the ‘fog of war…
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#185Earlier quoted context omitted.
> Otherwise the AI is eventually just going to absolutely destroy humans with micro, which is not remotely interesting. If you could issue as many orders as you wanted, what would the optimal strategy be?
Infinite micro? I'd just send all drones/probes/SCVs directly to the human's base and kill their drones. The extra drones that the human has wouldn't be able to make up the difference.
just to illustrate a point: on a sufficiently large map, i could have four times as many workers by the time your first set reaches my spawn.
if i'm playing Protoss against a Terran AI, i have an added advantage of worker regen without having to stop attacking.
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#186Earlier quoted context omitted.
Isn't it easy to account for this? Just force the AI to stick to between 100 and 150 APM, and it becomes its responsibility budget its APM.
Sure, but even then it's difficult. Micro'ing three fronts at once would be difficult for a human but could easily fit within the AI's budget. You could solve this by coming up with some sort of context-switch effort function but it starts to feel forced. Or at least, once you start calibrating the parameters of the problem around human limitations, it sort of feels weird to talk about the computer being better or wo…
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#187This is pretty interesting. DeepMind’s last triumph (beating the best human Go players with AlphaGo) is impressive, but Go is a great fit for neural networks as they stand today; it’s stateless, so you can fully evaluate your position based on the state of the board at a given turn. That’s not a good fit for most real-world problems, where you have to remember something that happened in the past. E.g. the ‘fog of war…
Even if you don't imagine robots becoming self aware and deciding to kill humans on their own, you can imagine a fleet of drones and self-driving tanks controlled by a deep learning network. They don't need to understand what they're doing to make effective tactical decisions. If the US doesn't do this, someone else probably will. We're going to see an AI-based blitzkrieg attack in our lifetimes. Once you can launch…
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#188Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#189Earlier quoted context omitted.
Isn't it easy to account for this? Just force the AI to stick to between 100 and 150 APM, and it becomes its responsibility budget its APM.
APM limiting would be an interesting way to scale the game's difficulty level.
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#190Earlier quoted context omitted.
Isn't it easy to account for this? Just force the AI to stick to between 100 and 150 APM, and it becomes its responsibility budget its APM.
Depends on how you limit as well, what if it does 100 actions at once for example.