A lot of people here seem to be underestimating the difficulty of this problem. There are several incorrect comments saying that in SC1 AIs have already been able to beat professionals - right now they are nowhere near that level. Go is a discrete game where the game state is 100% known at all times. Starcraft is a continuous game and the game state is not 100% known at any given time. This alone makes it a much hard…
I wonder if we will see any advanced cheese strats come out of this. I'm assuming some implementations will eventually develop micro control that is far beyond any human player's capabilities, which would make things like all-in probe rushing much more viable. Instead of playing the normal meta in a computer-vs-human, I imagine an advanced AI would simply send all of its workers off the mineral line as soon as the ga…
DeepMind and Blizzard Open StarCraft II as an AI Research Environment
111–120 of 283 posts
Re: DeepMind and Blizzard Open StarCraft II as an AI Research Environment
#112A lot of people here seem to be underestimating the difficulty of this problem. There are several incorrect comments saying that in SC1 AIs have already been able to beat professionals - right now they are nowhere near that level. Go is a discrete game where the game state is 100% known at all times. Starcraft is a continuous game and the game state is not 100% known at any given time. This alone makes it a much hard…
It seems to me that multiplayer games may feel continuous to a human player but are still designed around a series of discrete states called ticks where each tick is determined from the previous state plus inputs.
Why is this distinction made in the context of how difficult it is to develop an AI?
Re: DeepMind and Blizzard Open StarCraft II as an AI Research Environment
#113This seems all in good fun but I wonder if it's come too late. Starcraft 2 is at its twilight. The biggest leagues of South Korea have disbanded. [1] The prolific progamers who transitioned to Starcraft 2 have gone back to Broodwar. [2] Blizzard itself has scrubbed all references to Starcraft 2 on the very home page of Starcraft. [3] Except for the twitter embed, it has only only one "2" character... in the copyright…
Re: DeepMind and Blizzard Open StarCraft II as an AI Research Environment
#114The API Blizzard is exposing is really nice. Sadly most of the advantages AI had in SC1 were just due to the fact that an automated process could micro-manage the tasks the game didn't automate for you (a lot of boring, repetitive work). SC2 got rid of a lot of that while still allowing room for innovative and overpowered tactics to be discovered (MarineKing's insane marine micro, SlayerS killing everyone with blue f…
I'm afraid that I'm essentially nitpicking here, but the games don't really compare that linearly. For one, "insane micro" was around before SC2 and was more of a deciding factor in BW than SC2. For instance, if you pay attention and analyze pro games you'll notice that macro (the boring repetitive work) that you think was flushed out from BW was actually just translated into other, equally monotonous tasks in SC2. A…
Re: DeepMind and Blizzard Open StarCraft II as an AI Research Environment
#115"so agents must interact with the game within limits of human dexterity in terms of “Actions Per Minute”." I am really glad they are limiting APM because otherwise things just get stupid.
OOTH, altering the source to remove any human dexterity limits and watching subsequent AI vs AI battles play out at 60fps would be really fun to spectate ;)
The current board leader (krasi0) has a strategy similar to their predecessor (Terran Mechanical units: Tanks, Goliaths and Vultures). The alternative strategy I really enjoy watching is a Mutalisk heavy build by Arrakhammer.
The bots have styles and differing capabilities. tscmoo is one of the more fascinating ones to watch in this regard, as they mix it up better than anyone else (and tscmoop, the Protoss variation has the best High Templar storm going).
The AI APMs get into the 10k ranges at times. Watching the minimap can be like watching insects swarm.
If you want to see a game between two AIs in progress, you can watch: https://www.twitch.tv/sscait
While these AIs can pull off tactics a human player could not (what they can do with Vultures is incredible), at this point they wouldn't be able to compete with the professionals. Going back to an earlier example, I think I could use High Templars more effectively than any AI I've watched.
Re: DeepMind and Blizzard Open StarCraft II as an AI Research Environment
#116Earlier quoted context omitted.
Yeah, you're right. Not sure what the guy is talking about.
> the guy is talking about I don't want to be overly semantic or PC on HN, but just saying the GP may be female, judging by their name on profile. Being misgendered could be very offputting and discourages participation, so you may have wanted to say "this person" even if it doesn't sound as offhand as you'd have liked it to come across.
Re: DeepMind and Blizzard Open StarCraft II as an AI Research Environment
#117The API Blizzard is exposing is really nice. Sadly most of the advantages AI had in SC1 were just due to the fact that an automated process could micro-manage the tasks the game didn't automate for you (a lot of boring, repetitive work). SC2 got rid of a lot of that while still allowing room for innovative and overpowered tactics to be discovered (MarineKing's insane marine micro, SlayerS killing everyone with blue f…
> SC2 got rid of a lot of that You think so? My impression is that SC2 had a lot more of repetitive tasks you had to do. E.g. wall off the ramp, send a worker scouting, ... and you have to perform certain actions every X seconds (like using chrono boost). A lot or mastering the game is rote learning, and polishing a build order. Another big part is constantly scouting and reacting to what the enemy is doing. Due to t…
Re: DeepMind and Blizzard Open StarCraft II as an AI Research Environment
#118A lot of people here seem to be underestimating the difficulty of this problem. There are several incorrect comments saying that in SC1 AIs have already been able to beat professionals - right now they are nowhere near that level. Go is a discrete game where the game state is 100% known at all times. Starcraft is a continuous game and the game state is not 100% known at any given time. This alone makes it a much hard…
I haven't looked at if they limit the rate of commands that the AI can issue, otherwise this will be something that can be a very big advantage to the AI once it learns to micro ...
Re: DeepMind and Blizzard Open StarCraft II as an AI Research Environment
#119Re: DeepMind and Blizzard Open StarCraft II as an AI Research Environment
#120Earlier quoted context omitted.
I wonder if we will see any advanced cheese strats come out of this. I'm assuming some implementations will eventually develop micro control that is far beyond any human player's capabilities, which would make things like all-in probe rushing much more viable. Instead of playing the normal meta in a computer-vs-human, I imagine an advanced AI would simply send all of its workers off the mineral line as soon as the ga…
Previous AI StarCraft tournaments have put an actions-per-minute (APM) cap on the AIs, which prevents them from micro-managing individual units.
Edit: Nevermind, my intuition in this seems to be wrong - someone more knowledgeable about this claims below that computer mechanics are still not as good as a good human's in the SC1 version of this.