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DeepMind and Blizzard to release StarCraft II as an AI research environment

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Re: DeepMind and Blizzard to release StarCraft II as an AI research environment

#52
post #42

Earlier quoted context omitted.

Is it harder to make an AI that is mediocre at playing the game vs one that is good? That is the main issue with making good AIs for games now. We want AIs (if you can call them that) that play kinda like humans but worse then the player as the player wants to win. Making an AI for game isn't about making a good AI. It is about making an AI that loses in a convincing manner. This is especially try for games like Star…

Having checkpoints along the way as you train your model could be a good way to allow fine-grained level selection. I guess :)

That would be funny. The difficulty slider changes to "How many hours of playtime" instead of easy, medium, hard. Actually it could even just scale it automatically based on a metric like steam hours played. that would be awesome.

Re: DeepMind and Blizzard to release StarCraft II as an AI research environment

#53

Anybody else sees a problem with training the AI to move troops around a battlefield, with the purpose to exterminate the opponent?

https://en.wikipedia.org/wiki/Go_(game)

Legends trace the origin of the game to the mythical Chinese emperor Yao (2337–2258 BC), who was said to have had his counselor Shun design it for his unruly son, Danzhu, to favorably influence him.[64] Other theories suggest that the game was derived from Chinese tribal warlords and generals, who used pieces of stone to map out attacking positions.[65][66]

Re: DeepMind and Blizzard to release StarCraft II as an AI research environment

#55

I suspect this will eventually lead to AI as a service for games. Rather than build a terrible AI that delays a game by months, approaching a company that can build a decent AI initially which gets better overtime would probably be ideal and create better experiences. Im curious if a startup can be built from this.

AI is terrible in games because it's literally such a hard problem. Thinking like a human, working in a group, overcoming obstacles and reacting to dynamic behaviour from the human player. This is far harder that Go which has 100x simpler rules. Additionally they had a mega ton of training data to feed into the Go model to begin with, which a game won't have as the data structures will all be different under the hood.

Re: DeepMind and Blizzard to release StarCraft II as an AI research environment

#56
post #42

Earlier quoted context omitted.

Is it harder to make an AI that is mediocre at playing the game vs one that is good? That is the main issue with making good AIs for games now. We want AIs (if you can call them that) that play kinda like humans but worse then the player as the player wants to win. Making an AI for game isn't about making a good AI. It is about making an AI that loses in a convincing manner. This is especially try for games like Star…

Having checkpoints along the way as you train your model could be a good way to allow fine-grained level selection. I guess :)

I don't think so. Many of the fun things AIs do in games is attack at different stages of the game. They send a small force at the beginning, and then a little larger force a few minutes later, and then a big attack at the end. No AI trying to win would end up at this strategy. You would have to define the fun goals and have the AI train on that for it's success criteria.

Re: DeepMind and Blizzard to release StarCraft II as an AI research environment

#57
post #42

I suspect this will eventually lead to AI as a service for games. Rather than build a terrible AI that delays a game by months, approaching a company that can build a decent AI initially which gets better overtime would probably be ideal and create better experiences. Im curious if a startup can be built from this.

Is it harder to make an AI that is mediocre at playing the game vs one that is good? That is the main issue with making good AIs for games now. We want AIs (if you can call them that) that play kinda like humans but worse then the player as the player wants to win. Making an AI for game isn't about making a good AI. It is about making an AI that loses in a convincing manner. This is especially try for games like Star…

Well, starcraft AIs aren't particularly good. Any player who has completed the single player campaign could beat all the AIs that came with the game that didn't cheat.

And a player in the top 20 percent could beat any AI that has ever been created.

AIs are really in an abysmal state for RTSes.

Re: DeepMind and Blizzard to release StarCraft II as an AI research environment

#58

I suspect this will eventually lead to AI as a service for games. Rather than build a terrible AI that delays a game by months, approaching a company that can build a decent AI initially which gets better overtime would probably be ideal and create better experiences. Im curious if a startup can be built from this.

You mean like MASA, who've been around for at least 15 years?

https://www.youtube.com/watch?v=DkbNzzZEU9g

Re: DeepMind and Blizzard to release StarCraft II as an AI research environment

#59

I suspect this will eventually lead to AI as a service for games. Rather than build a terrible AI that delays a game by months, approaching a company that can build a decent AI initially which gets better overtime would probably be ideal and create better experiences. Im curious if a startup can be built from this.

AI is terrible in games because it's literally such a hard problem. Thinking like a human, working in a group, overcoming obstacles and reacting to dynamic behaviour from the human player. This is far harder that Go which has 100x simpler rules. Additionally they had a mega ton of training data to feed into the Go model to begin with, which a game won't have as the data structures will all be different under the hood…

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