Earlier quoted context omitted.
"The researchers found that attempting to move at a superhuman pace (eg one action every frame), resulted in a subpar performance." Moving at extremely fine-grained timesteps can make learning much more difficult, because now a reward arrives millions of timesteps delayed rather than hundreds or thousands. It's like trying to teach a NN to compose piano music by starting down at the 1ms raw audio level. This is part…
Why not go the other way and decrease the actions per minute so you learn the overall point of the game , And with each game the actions per minute increases.
Deep Reinforcement Learning to Play StarCraft
41–50 of 51 posts
Re: Deep Reinforcement Learning to Play StarCraft
#42Earlier quoted context omitted.
"The researchers found that attempting to move at a superhuman pace (eg one action every frame), resulted in a subpar performance." Moving at extremely fine-grained timesteps can make learning much more difficult, because now a reward arrives millions of timesteps delayed rather than hundreds or thousands. It's like trying to teach a NN to compose piano music by starting down at the 1ms raw audio level. This is part…
Why not go the other way and decrease the actions per minute so you learn the overall point of the game , And with each game the actions per minute increases.
I guess that's inelegant when a deep network already has its own concept of fine-grained versus coarse-grained layers, and should be able to do this on its own with the right training method.
Re: Deep Reinforcement Learning to Play StarCraft
#43Earlier quoted context omitted.
In addition to the training data, there is also the BWAPI project, that lets the bots play the game against other bots or humans. http://bwapi.github.io/ There isn't something similar available for SC2 due to a mix of technical and nontechnical issues: https://github.com/bwapi/bwapi/wiki/FAQ#will-there-be-an-api...
Yep! But as someone that built something on top of the BW API, I'd wager anyone going after SC1 AI to probably write their own thing. It's still an amazing API for general heuristics and modeling, but there's a few issues with it that stand in the way of making it a scaleable foundation.
Re: Deep Reinforcement Learning to Play StarCraft
#44It's a misconception that StarCraft is a strategy game. If you look at how it's actually played by human pros, it looks closer to a fighting game; very reflex-driven & heavy on micro-interactions. You would expect an un-gated AI with effectively infinite actions per second to do very well.
What kind of things did he prepare? It wasn't reflexes, it was strategy. What kind of strategies was he preparing? He watched his opponent's past games, and came up with some build orders of course, but in this case, the primary strategy he came up with was an army composition hoping to counter what his opponent had been doing recently. When the opponent had the proper counter to that strategy, he won the rest of the games easily.
Re: Deep Reinforcement Learning to Play StarCraft
#45Earlier quoted context omitted.
I am not a gamer... but I have to ask. 780 APM is possible with human players? 13 actions per second? I can't come close to clicking my mouse that fast. I don't think I can blink that fast.
Yes, it's possible. Bear in mind that not just clicks count though. July managed a peak APM of 818 in Stracraft: Brood War in an official game. The average APM of a match is usually between 300 and 500, also depending on the race that is played.
Re: Deep Reinforcement Learning to Play StarCraft
#46Earlier quoted context omitted.
That's a good point and not really correct to conflate the two. It would then seem to suggest, that forces with more than say, 5 units (780 average sustained APM) and above, would likely be getting into super human territory.
I am not a gamer... but I have to ask. 780 APM is possible with human players? 13 actions per second? I can't come close to clicking my mouse that fast. I don't think I can blink that fast.
Re: Deep Reinforcement Learning to Play StarCraft
#47Earlier quoted context omitted.
You've got to be kidding. There's one going on right now with a prize pool of $31k! http://wiki.teamliquid.net/starcraft/Main_Page
Are you referring to the just completed Afreeca Starleague with $21k prize pool? Only the top two got more than a typical month's paycheck (winner did get over $10k) and it lasted a couple of months. There also haven't been any other events even close to that size this year for BW. Pro players don't typically live off tournament winnings.
[edit] Ah, $21k, not $31k. Thanks. [edit] And yes, it was recently completed and isn't actually ongoing. Not sure what I was smoking when I made so many false statements.
[edit] Maybe I was thinking the tournament starting October 28th, http://wiki.teamliquid.net/starcraft/VANT36.5_National_Starl... for $33k total prize pool.
Re: Deep Reinforcement Learning to Play StarCraft
#48Earlier quoted context omitted.
Wow, I hadn't seen this before. Here is "Automaton 2000" controlling 20 marines vs 40 banelings, without losing a single unit. https://youtu.be/DXUOWXidcY0?t=52 Pretty cool.
And as cool as that is, this is even more terrifying, as a hundred zergslings dodge seige tank cannons and destroy them. https://youtu.be/IKVFZ28ybQs It's enough to make you scared for the future of humanity.
Re: Deep Reinforcement Learning to Play StarCraft
#49Earlier quoted context omitted.
Yes, it's possible. Bear in mind that not just clicks count though. July managed a peak APM of 818 in Stracraft: Brood War in an official game. The average APM of a match is usually between 300 and 500, also depending on the race that is played.
A lot of that is 'spamming', where they keep their hands moving and doing things even if they're not particularly meaningful, just so they can keep the pace of the eye/brain/hands feedback loop going.
Re: Deep Reinforcement Learning to Play StarCraft
#50It's a misconception that StarCraft is a strategy game. If you look at how it's actually played by human pros, it looks closer to a fighting game; very reflex-driven & heavy on micro-interactions. You would expect an un-gated AI with effectively infinite actions per second to do very well.