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Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

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41–50 of 59 posts

Re: Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

#41
post #6
post #3

Note: it doesn't learn from pixels but features directly from RAM; and superhuman reaction time, with performance badly degrading when human-like delays added. Good discussions on Reddit: https://www.reddit.com/r/MachineLearning/comments/5vh4ae/r_a... https://www.reddit.com/r/smashbros/comments/5vin8x/beating_t...

This reminds me of Starcraft AI experiments. They can't actually make the computer smart, so they just jam 2000 button presses per second down the tube, giving every single unit its own simultaneous AI, and it out micromanages anyone. With Marines usually.

Broodwar bots perform poorly against competent humans though. Micro advantage or not, the strategic decision making isn't there yet.

Re: Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

#42
post #6
post #3

Note: it doesn't learn from pixels but features directly from RAM; and superhuman reaction time, with performance badly degrading when human-like delays added. Good discussions on Reddit: https://www.reddit.com/r/MachineLearning/comments/5vh4ae/r_a... https://www.reddit.com/r/smashbros/comments/5vin8x/beating_t...

This reminds me of Starcraft AI experiments. They can't actually make the computer smart, so they just jam 2000 button presses per second down the tube, giving every single unit its own simultaneous AI, and it out micromanages anyone. With Marines usually.

That's not what Starcraft AI field is about. They actually started with a combo of people doing planner-oriented systems and micro-oriented systems. Hybrids followed that. There's many methods at play. Here's a survey:

https://www.cs.mun.ca/~dchurchill/pdf/starcraft_survey.pdf

The competitions that involved humans showed humans destroyed them by spotting their patterns and beating those patterns. Also with bluffing or distractions such as having one unit do weird things around their base as the human player built up an army. The bots that beat humans will have to learn to spot bluffs and other weird patterns humans will do to screw with them. On top of all the stuff prior AI did with human-level talent. My money is on humans for DeepMind vs Starcraft although I'm happy to be proven wrong.

Re: Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

#43
post #18
post #5

Earlier quoted context omitted.

I was similarly disappointed when I read this, but upon further reflection I still like this paper. It is very plausible that both of these problems could be fixed, it would just take a lot more time/power to train, and the resulting system would likely not run in real time making it impossible to test against real humans. Further advancement in this area will require huge leaps in hardware performance. Luckily in th…

I'm not nearly that pessimistic. Beating SSBM is well within the capability of a well-tuned A3C, and definitely within the capabilities of a group like DeepMind. More neuromorphic hardware is unnecessary and with current RL methods, they are more CPU-bound than GPU-bound (take a look at the NN they use, it's trivially small; most of the computation goes towards running many SSB games in parallel in order to generate…

"I'm not nearly that pessimistic."

Me either. Bots for fighting games have always been easier to write or even fake for the button-mashers. This proves nothing. It's just fun. Let's see them get top 2-4% skill & kills at Battlefield 4 with shots hardwired to miss 30-50% of time, playing with weakest carbines w/ suppressors, and on weak teams. If these AI's are so amazing, let's see them similarly use good tactics in open-ended battles to win as I do with a brain injury. I'll even give them training data in form of virtual lead. :)

Re: Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

#44
post #21

We all know that Mew2King is first reinforcement learning AI capable of beating Super Smash Bros pro players. https://www.youtube.com/watch?v=z-1YfhUFtbY&feature=youtu.be...

and he still can't beat Armada

I am possibly being here the person who accidentally takes the joke literally, but Mew2King has in fact beaten Armada on three occasions: Once at SKTAR 3, once at Smash Summit 2, and most recently at UGC Smash Open.

Re: Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

#45

While the AI might be cheating by taking salient features from RAM rather than from pixel values, this is still an incredible feat. Just a few years ago we did not have generic algorithms that could take even salient features and self-learn policies to near this level this quickly.

Yup, it's definitely an advantage to get all the correct values from the game state. But not as much as you might think; the vision portion of a DQN or similar trains quite quickly. Plus, our bot doesn't have any clue about projectiles. We don't know where they live in memory, so the network doesn't get to know about them at all.

Can I ask what the feature set looked like? I always kind of wanted to do this with the Skullgirls AI, but never had the time while we were developing it. As a developer, I obviously had full access to the game state, but I'm still not really sure what the best way to represent that state to a neural network is.

Re: Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

#46
post #6
post #3

Note: it doesn't learn from pixels but features directly from RAM; and superhuman reaction time, with performance badly degrading when human-like delays added. Good discussions on Reddit: https://www.reddit.com/r/MachineLearning/comments/5vh4ae/r_a... https://www.reddit.com/r/smashbros/comments/5vin8x/beating_t...

This reminds me of Starcraft AI experiments. They can't actually make the computer smart, so they just jam 2000 button presses per second down the tube, giving every single unit its own simultaneous AI, and it out micromanages anyone. With Marines usually.

Honestly, it still isn't even that good. Best startcraft AI in the world that cheats, still can't beat the low tier pros.

Re: Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

#47
post #38
post #22

Earlier quoted context omitted.

League of legends for example has bots appear in PvP games. While these bots are not produced by the game's developers not a lot was done then to get rid of these things. I guess they were tolerated since it just make the queue times smaller for human players. ( http://boards.na.leagueoflegends.com/en/c/gameplay-balance/b... )

Well, Riot solved that by getting rid of Dominion. ;) But seriously, they were mainly present in the game mode mentioned, and now in Co-Op vs AI, just because they want to level the account and sell it. Doesn't really affect the majority of the population until selling point, and once it's been sold, it's easy to tell a botted account.

Yeah, I had a game with a sub-30 friend on Dominion. We were the only non-bots that match. I called it out in chat... not a single bot responded.

They all pretty much just walked counter-clockwise and just used autoattacks or tried to capture points.

Re: Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

#49
post #6

Earlier quoted context omitted.

This reminds me of Starcraft AI experiments. They can't actually make the computer smart, so they just jam 2000 button presses per second down the tube, giving every single unit its own simultaneous AI, and it out micromanages anyone. With Marines usually.

That's not what Starcraft AI field is about. They actually started with a combo of people doing planner-oriented systems and micro-oriented systems. Hybrids followed that. There's many methods at play. Here's a survey: https://www.cs.mun.ca/~dchurchill/pdf/starcraft_survey.pdf The competitions that involved humans showed humans destroyed them by spotting their patterns and beating those patterns. Also with bluffing o…

I don't think DeepMind will get into a high-profile competition against human pros unless they're fairly certain of winning. So if we see the equivalent of the AlphaGo versus Lee Sedol match being announced for Starcraft, then my money would be on DeepMind.

Re: Beating the World’s Best at Super Smash Bros. with Deep Reinforcement Learning

#50
post #24

Earlier quoted context omitted.

I read that too but I hope they know the difference between APM and EPM. Pros spam APM that they could never do real actions on but their EPM is considerably lower (if the bots make actions based on pros APM they will have an insurmountable advantage).

Pros spam APM to keep warm, during battles or production macros they will frequently have a high EPM as well.

There's also accuracy.

Unlike a human, a bot will always "click" exactly where it intends to.

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