Earlier quoted context omitted.
> The speed at which AlphaStar overtook previous AIs seems to me to be nearly unprecedented in AI research. Is it not simply the case that, before AlphaStar, very little money and effort was being put into developing AIs for Starcraft 2?
What makes this amazing isn't specific to StarCraft 2. AI in strategy games has been really lackluster. I can't think of a single example of a strategy game where an AI was competitive against experienced players due to strategy and tactics, rather than inhuman speed, accuracy or cheating. So it's not just about AI in StarCraft 2, but rather AI in essentially any (strategy) game. Now we have an example of an AI that…
Grandmaster level in StarCraft II using multi-agent reinforcement learning
181–190 of 321 posts
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#1821. Create a realistic military combat game with AI that learns from thousands of players and builds on that knowledge across multiple games/matches. 2. Load that AI into real-world Terminators.
(And the million other complexities that exist in the real world).
Fundamentally I think the biggest advance in AI for real world applications (military and otherwise), is one that can learn quickly enough that we can train it in the real world situations.
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#183Earlier quoted context omitted.
264 is not that high. People (if Serral is not a cyborg) can achieve even 1000 APM; and ~300 EPM average for a game.
Those aren't meaningful actions, though, are they? That's 17 actions a second.
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#184Earlier quoted context omitted.
In strategy games like Civilization the "preferred" difficulty level is that hard/easy to beat because it gets extra resources. It would be preferrable to have the same difficulty level through opponents that play better/smarter while having the same game mechanic consequences as players if they make the same actions, but we currently can't, so they get artificial production multipliers and such.
Yes, I understand this. I guess I disagree better/smarter would be better, because in videogames what matters is the illusion of challenge, not a real challenge. So spending resources into developing a real AI for Civilization is probably not the best idea; as long as it tricks casual players into believing it's putting up a fight, that's good enough.
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#185Earlier quoted context omitted.
What makes this amazing isn't specific to StarCraft 2. AI in strategy games has been really lackluster. I can't think of a single example of a strategy game where an AI was competitive against experienced players due to strategy and tactics, rather than inhuman speed, accuracy or cheating. So it's not just about AI in StarCraft 2, but rather AI in essentially any (strategy) game. Now we have an example of an AI that…
I am not sure what you mean by 'strategy' here, don't Chess, Go, and No-Limit Hold'em fall under those categories?
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#186Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#187>Humans play StarCraftthrough a screen that displays only part of the map along with a high-level view of the entire map, to e.g. avoid information overload. The agent interacts with the game through a similar camera-like interface
What exactly does that mean? Does it or does it not play by operating purely on image data human players would see on the screen?
How much of the system's interaction with game's interface is learned as opposed to hand-crafred and filtered through APIs?
It's amazing that most people here seem to think that system's ranking in a computer game are more important than its ability to learn from and interact with unstructured data.
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#188From the paper: >Humans play StarCraftthrough a screen that displays only part of the map along with a high-level view of the entire map, to e.g. avoid information overload. The agent interacts with the game through a similar camera-like interface What exactly does that mean? Does it or does it not play by operating purely on image data human players would see on the screen? How much of the system's interaction with…
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#189From the paper: >Humans play StarCraftthrough a screen that displays only part of the map along with a high-level view of the entire map, to e.g. avoid information overload. The agent interacts with the game through a similar camera-like interface What exactly does that mean? Does it or does it not play by operating purely on image data human players would see on the screen? How much of the system's interaction with…
Re: Grandmaster level in StarCraft II using multi-agent reinforcement learning
#190This is a really interesting one to digest. As with previous announcements about AlphaStar, much of the feedback (here and elsewhere) is about the fundamental challenge of assessing human vs. machine in an RTS. These points are very valid - stepping back however, this still feels like a pretty incredible accomplishment. I'm a gold league SC2 player, so maybe in the 30th-50th percentile. Three years ago, when DeepMind…
> This is like if the world's best chess AI had gone from losing high school tournaments to being competitive with Kasparov in less than 3 years. I don't think it's like that at all. On the high level, there is no "chess AI", "go AI", "image classification AI" and "dexterous manipulation AI". These are all sides of the same coin, that gets significantly better every year. Adding support for the new game or new "envir…
On a practical level, this is not true. There are different algorithms, different architectures, different hyperparameters required for each of these problems, and often for each subdomain within each of these problems, and often for each specific instance of these problems. It's difficult to draw any kind of holistic picture that combines all of the individual advances in each of these problem instances; that's why progress in AI is so hard to measure, and why a statement like "each of these toy problems...brings us closer and closer to solving the 'real problems'" is probably a bit too coarse-grained to be fair as well.