Earlier quoted context omitted.
> a well executed strategy with few errors often wins, even if it wasn't optimal I think this is hits the chord with why a lot of people are talking about this bot as cheating more than they are being outplayed. It's like fighting an aimbot in an FPS. They arent outsmarting you, but the mechanical consistency is inhuman and you are unable to force mistakes. At best itll feel like playing someone on their best day. Th…
The issue with limiting it past what humans can do is that in the self play training they'd never encounter what humans could do. The benefits of trying to make the limitations somewhat human-like is that the self play optimizes around roughly what it will encounter when it goes against humans
Grandmaster level in StarCraft II using multi-agent reinforcement learning
141–150 of 321 posts
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#142What do you guys think about having the ai communicate to a person and having them execute the moves?
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#143I don't think folks realize how much of a game changer AlphaStar is. If it can do the same "job" those high level players, it can probably do any job that doesn't require lifting. It could be playing all the traffic lights in a city. It could manage a fleet of factory drones. It could coach humans engaged in sport or business. It could probably figure out spreadsheets. Drill down, and perhaps it can play with chemica…
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#144Earlier quoted context omitted.
These extremely difficult/impossible things didn't really give an advantage. For example, AlphaStar would sometimes click on an object at the border of the screen. For humans that would be almost impossible, because the screen would scroll when the mouse approaches the border. Similarly, AlphaStar would not play with group hotkeys, but use a different technique. However, in none of the analyses, people noticed things…
> These extremely difficult/impossible things didn't really give an advantage. One of the videos I watched compared APM (Actions Per Minute) with EPM (Effective actions Per Minute). AlphaStar always has them nearly identical, which would be (according to him) basically impossible for humans.
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#145Has anyone read the actual paper ? This summary really makes it look like "mission accomplished", but this was much much more interesting than that. We saw AI do "obviously stupid things", and we also saw them improve a lot in the middle of the trial, as many youtubers showed. AI was also much more interesting when playing the protoss race, and really felt like it was responding to the opponents actions, and the othe…
> Actually not a single game made pro player realize something new about the game. People are now over saturating their mineral line (making more probes than before), so I don't think that's true.
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#146Earlier quoted context omitted.
> But most surprising is that it didn't make any "breathtaking" moves or actions, as opposed to AlphaGO. I don't play any competitive StarCraft so my view might be moot but I was surprised at the number of siege tanks it uses. It made me wonder if there's some critical advantage to having so many tanks stacked up in a line so that the splash is spread out. Also I find it weird that it did not build any marauders at a…
> Also I find it weird that it did not build any marauders at all, in any of the games I've seen. This is off-topic, but I was thinking about this the other day - couldn't AI be used to balance a competitive game in this sense? Imagine that the AI becomes so good that human players very rarely win against the AI in a best of 7 series. Then we find out that AI doesn't ever build a specific unit. That would be a pretty…
Based on the initial AlphaStar against TLO/Mana, you would think that Stalkers are insanely OP and the only thing worth building.
I (and others) have wondered that if you continue to lower AlphaStar's APM, you would see a diversity of units. The money would be in where AlphaStar decides to spend its really tight APM budget. Is it worth casting that Psionic Storm?
I personally feel like it has an insane micro advantage by being able to select arbitrary units on the battlefield, as opposed to dragged squares or control groups. But I'm not a pro gamer, so I don't know what that feels like.
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#147Earlier quoted context omitted.
> But most surprising is that it didn't make any "breathtaking" moves or actions, as opposed to AlphaGO. I don't play any competitive StarCraft so my view might be moot but I was surprised at the number of siege tanks it uses. It made me wonder if there's some critical advantage to having so many tanks stacked up in a line so that the splash is spread out. Also I find it weird that it did not build any marauders at a…
> Also I find it weird that it did not build any marauders at all, in any of the games I've seen. This is off-topic, but I was thinking about this the other day - couldn't AI be used to balance a competitive game in this sense? Imagine that the AI becomes so good that human players very rarely win against the AI in a best of 7 series. Then we find out that AI doesn't ever build a specific unit. That would be a pretty…
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#148Has anyone read the actual paper ? This summary really makes it look like "mission accomplished", but this was much much more interesting than that. We saw AI do "obviously stupid things", and we also saw them improve a lot in the middle of the trial, as many youtubers showed. AI was also much more interesting when playing the protoss race, and really felt like it was responding to the opponents actions, and the othe…
I watched Dota2 first OpenAI 5v5 show at TI8, and they did had different actions, like which spells used to initiated, how some spells are used, etc.
But tht AI was very limited in Hero pool.
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#149Earlier quoted context omitted.
Starcraft is an incredibly complex game. 10^26 possible moves at any point (you can click/drag anywhere on the screen, pressing a keyboard button as you do so), imperfect information, real-time constraints, etc.
Starcraft is an incredibly complex game. Even basic strategies will win if they’re done faster. APM (actions per minute) is a very significant factor into who is winning. Apparently they limited their AI player to 264 APM but that’s still incredibly high and done with machine level consistency. That’s almost 4.5 actions per second!! I know there are human level players at and probably above that level but that really…