AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
11–20 of 459 posts
Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
#12AlphaStar interacted with the StarCraft game engine directly via its raw interface, meaning that it could observe the attributes of its own and its opponent’s visible units on the map directly, without having to move the camera - effectively playing with a zoomed out view of the game Additionally, and subsequent to the matches, we developed a second version of AlphaStar. Like human players, this version of AlphaStar…
don't get me wrong, it's a major accomplishment in AI regardless, but it's a significant advantage and it would be easier for me to appreciate the AI's skill if I didn't have to keep reminding myself that it can see the whole map at once. it's such an information advantage.
Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
#13Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
#14I didn't catch if they mentioned this in the interview, but what would have happened if they let AlphaStar play against other races, not Protoss only, would it be completely lost, unable to achieve anything?
Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
#15They really should have used BroodWar for deep mind. SCII is way too volatile. Way more gimmicks available that will make it difficult for AI to come close to a human player.
Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
#16I would really like to see this for Age of Empires II. I think AOE has far more races and is a far more complex game ( although I'm biased because I haven't played SC2 as much as AOEII ).
Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
#17I would really like to see this for Age of Empires II. I think AOE has far more races and is a far more complex game ( although I'm biased because I haven't played SC2 as much as AOEII ).
Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
#18Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
#19They really should have used BroodWar for deep mind. SCII is way too volatile. Way more gimmicks available that will make it difficult for AI to come close to a human player.
As much as I love brood war, great micro over a large number of units with wide awareness (things which appear to be easy to AlphaStar) would be ridiculously overpowered, even with completely average strategy. Brood War is an awesome game because it's constantly asking too much of its players at all times. I can't imagine games against an AI which has far more attention and micro to give would be too interesting.
Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II
#20How did they make those data visualizations? (specifically, the visually-skewed ridge plots). That's a nice approach for those types of plots since they can get cluttered without the perceptual skew.
https://seaborn.pydata.org/examples/kde_ridgeplot.html I would try with a Seaborn facet grid? I think they’ve got something custom, but this should get close (be aware this specific example is a kde so it will normalize total area) On a second glance this won’t get the 3D horizontal offset.