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OpenAI at the Dota 2 World Championships

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151–160 of 219 posts

Re: OpenAI at the Dota 2 World Championships

#152
I wonder what the input for the bot was. Just a screengrab like in other reinforcement learning examples (like Pong or GTA etc.) or did they use some Dota API to make their lives a bit more easy?

Impressive nonetheless, like others said, knowing the reward function would be interesting.

Re: OpenAI at the Dota 2 World Championships

#153
post #46

Earlier quoted context omitted.

It's always been prevented in Dota 2. Buildings have backdoor protection, which makes them regenerate lost HP from recent attacks unless there are creeps nearby.

Not really "prevented", backdoor protection only provides 90HP/s.

Backdoor protection also gives a substantial damage reduction - 25%, and much more against illusions.

Re: OpenAI at the Dota 2 World Championships

#154
post #81

Really was quite interesting to watch ( https://www.twitch.tv/videos/166172514?t=7h3m10s ). Honestly, the bot played _extremely_ well, but I think the biggest advantage was how much faster it's reaction time was and it's movements were likely much more precise than a human is with a mouse. I'm pretty interested in seeing their 5v5 results as well. It seems like that will have similar results as the bots can coordinat…

I'm very curious to see how a 5-AI team would "plan" smoke ganks. Really exciting time for technology as deep learning is moving into gaming. I'm reminded of the games played in the movie 'Her'.

The bot programming system for Dota is set up to have 3 levels of AI:

1) Team level, which dictates what the team as a whole is attempting to achieve

2) Mode level, which dictates what the character is trying to achieve individually

3) Action level, which dictates the specific responses being undertaken

Smoke ganks would be a case of the team level instructing the mode level to simultaneously group then seek a kill, which in turn would tell each of the action levels to move across the map, attack, etc.

For reference: https://developer.valvesoftware.com/wiki/Dota_Bot_Scripting#...

Re: OpenAI at the Dota 2 World Championships

#155

Really was quite interesting to watch ( https://www.twitch.tv/videos/166172514?t=7h3m10s ). Honestly, the bot played _extremely_ well, but I think the biggest advantage was how much faster it's reaction time was and it's movements were likely much more precise than a human is with a mouse. I'm pretty interested in seeing their 5v5 results as well. It seems like that will have similar results as the bots can coordinat…

It would be a fantastic side project to teach bots to learn to speak "Dota". Learning to communicate efficiently is likely much easier as the vocabulary and intentions behind them are constrained.

Re: OpenAI at the Dota 2 World Championships

#156
post #56
post #44

Earlier quoted context omitted.

Main difference is all Dota heroes are viable in competitive. Also, there's no mirror match

Only 3 heroes not picked in TI, iirc. It hasn't always been this diverse though. This patch is particularly well balanced.

Out of 112 heroes which are currently available in Captain's Mode, 107 have been picked at least once during the group stage and main event. Two (Lion and Tiny) have each been banned once but never picked, and three (Bane, Spectre, and Skele-- er, Wraith King) have not been picked or banned.

https://www.dotabuff.com/esports/events/197/picks

Re: OpenAI at the Dota 2 World Championships

#158
post #114

Earlier quoted context omitted.

> I think balance is a bigger problem than people realize. It's much harder than you'd think, and the most common way of balancing things is to simply make them more "samey". I completely agree, but Dota is the very rare exception to that rule. If one heroes ability is "too strong", most games would turn it down 20%, but dota instead perhaps lowers the hero's armor by 1, or lowers their sight range, or base strength,…

A big hero pool you can only pick one of each from is probably easier to balance than something like an RTS where there are a fixed set of units for just a few alternate races and the players typically choose between them once at the start of their career. You have to consider how every single one of them interacts with all of the others and even less serious imbalances will be present in the games all the times for…

I don't think that's true at all, since you have to consider how each team of 5 heroes combines and synergises. That's a far larger part of balance than individual heroes. Players also play roles, but typically play more than a handful of heroes and so those combinations are in reality also very numerous.

On top of that, you then have items which change how heroes can play and, more recently, talent trees which can significantly alter how they play also. Dota's balance is such that a hero can play both a carry role and a support role depending on how the player builds and plays them, and there's a number of examples like that which do get done at the pro level.

That's an incredibly diverse scope to balance.

Re: OpenAI at the Dota 2 World Championships

#159

Earlier quoted context omitted.

For the non-DoTA players out there, there's a lot of specific jargon in the above comments. I've played a few dozen hours, and I understand most of them. 1) "smoke ganks" means that a team goes invisible, in order to surprise the opposing team, and kill as many as possible in a short time. 2) laner: one of the main 3 roles that one of the five players in a team can take (e.g. support, laner, etc). 3) and so on : "shr…

laner refers to the initial resource gathering period where you kill the minions spawned from each team's base

That's the laning stage. The laner is the person playing in the specific lanes during the laning stage.

Re: OpenAI at the Dota 2 World Championships

#160
post #146

Earlier quoted context omitted.

Your looking at the blizzard school of balance. Think going to a theme park. It's very pretty and attractive but underneath it all, the experience is always on rails without any deviation. That's one way to deal with complexity. I hate those games, because the moment you become human, and try to do something intuitive but undefined and unwanted by the programmers, you get penalized. Dota doesnt do that, although the…

> I hate those games, because the moment you become human, and try to do something intuitive but undefined and unwanted by the programmers, you get penalized. That's what I loved about Ultima Online. Characters were basically "Here are 100 possible skills to learn and 5 base stats. You get 700 points to distribute among your skills. Good luck" My fav part was that doing things that require strength made you stronger,…

Have you tried Path of Exile? You might enjoy it.
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