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AlphaStar: Mastering the Real-Time Strategy Game StarCraft II

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Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II

#281
post #215

Earlier quoted context omitted.

Such high actions per minute does not seem fun to me, and possibly a repetitive strain injury waiting to happen.

> a repetitive strain injury waiting to happen. Yes, I have one from it and wasn't even playing that high (I averaged less than 100 apm). I understand that it's a common problem.

Was Starcraft the only/main game that you played?

Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II

#282
post #158

Earlier quoted context omitted.

"Yes but X has a tiny problem space compared to something like Y. People want to see an AI win because it's smart, not because it crunches numbers." 1980: X = Tic-tac-toe, Y = Chequers 1990: X = Chequers, Y = Chess 2000: X = Chess, Y = Go 2019: X = Go, Y = StarCraft 2030: X = Any video game, Y = ???

Is a AI that wins at Starcraft only because it has crazy high APM really going to help get to the next X? We could have built that 10 years ago. All it proves is that computers have faster reflexes then humans. That won’t help them become problem solvers for the future.

The APM of AlphaStar was about half of the professional player in this match.

Check out: https://youtu.be/cUTMhmVh1qs?t=3189

Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II

#283
post #52
post #41

Every year or so we get another huge advance... Well, more accurately, something comes along to benchmark the state of AI research against a human activity. Then come the HN comments. For Alpha Go: Oh this is impressive but can't generalize. Wake me up when it doesn't have to have information precoded/doesn't learn from human players For alpha go 0: So this is cool but not amazing because they're all perfect informat…

What does it matter, at this point? The proof is in the pudding, and we are making more and more pudding everyday. Instead of caring about naysayers, we need to be working under the assumption AI is here to stay and rapidly expanding in scope, and we need to build the social and political structures to be able to handle it.

The saying is actually "The proof of the pudding is in the eating". I don't quite understand what "the proof is in the pudding" is supposed to mean and how that relates to making a lot of pudding ^^.

Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II

#284
post #46

This is really impressive, I didn't expect starcraft to be played this well by a machine learning based AI. I'm excited to read the paper when it comes out! That said, I'm not sure I agree that it was winning mainly due to better decision making. For context, I've been ranked in the top 0.1% of players and beaten pros in Starcraft 2, and also work as a machine learning engineer. The stalker micro in particular looked…

In a nutshell, AI micro was flawless, makes up for suboptimal macro?

The macro seemed fine -- AlphaStar usually had more workers than the human opponent, in every game, and was producing more army. The suboptimality seemed to be in army composition (blink stalkers) and strategic decision making (pulling all of a superior army back home to defend a single warp prism drop).

Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II

#285

What are the games that, so far, still look like they will be too difficult for ML to play them at the highest level? I know Go was held to be this kind of game for a long time and is now close to being dominated by AI. Magic: the gathering perhaps?

I don't think there are any left. No Limit Hold-em would be my next choice after SC2 but the bots are doing fine there too.

Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II

#286
post #139

Earlier quoted context omitted.

There are three things this seems to do. And what's changed is the perceived value of these. 1) Increased mining rate. Although there's a prescribed "maximum", as I understand it adding more workers, up to some limit, does yield more minerals beyond the prescribed. 2) Buffer against harassment. If you are over-saturated and lose two probes, you rate of income isn't affected. 3) Bootstrapping an expansion. All of the…

Right, I get that it AlphaStar has decided this is sensible, I just wonder if we'll start seeing pros adopt something similar? I'm also more generally curious as to what the cutoff point at which adding an additional probe ceases having any value.

My vague recollection is that from 16 to 19 workers the 17/18/19 worker is still harvesting >50% of a <16 worker, from 20-24 it's more like <25%, and the 25th worker onwards contributes 0.

Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II

#287

Earlier quoted context omitted.

I understand the spirit of the proposal but that would be like limiting a computer to add at most two numbers per second. It's OK if we want an interesting contest against humans but it wouldn't be a fair estimate of a computer math capability. It's also not the point of using computers to do math instead of a room full of accountants. I'm OK with the AI going as fast as it can and play superhuman strategies because…

But it's important to be clear about what's being measured. If the AI can take and successfully win engagements that no human could because of their superior micro, it's not necessarily winning via superior strategy (as is claimed).

but still, if you want to measure that then play a turn based game. if i could micro as good as the pros i'd be pretty damn good too.

hooking it up to a camera looking at a screen and a robot arm with a mouse would be more fair though.

edit: ok they did have a camera version, but i still want a robot arm.

Re: AlphaStar: Mastering the Real-Time Strategy Game StarCraft II

#288

Interested to hear what others here think. The APM metric includes all clicks a player makes. AlphaStar's APM is lower than a typical pro's, but that does not mean it is making fewer actions. All pros try to keep a high "tempo" by constantly clicking the screen even when they are not making any actions. e.g. Instead of sending a unit to a specific location with one click, they will click 5-6 times while dragging the…

I also wanted to note that the millisecond response time performed by AlphaStar also seems an unfair test.

While the average was around 350ms, this number is skewed by a significant long tail extending up to 1300ms for some actions. The most common response is sub-200ms and the third most common response is 65ms-100ms. The best pros can consistently hit close to 200ms but I am not sure if they can even hit below 100ms, let alone 65ms.

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