This is dangerous. Overmind will come to life.
DeepMind and Blizzard to release StarCraft II as an AI research environment
71–80 of 344 posts
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#72I 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.
the real question of course would be how to train the AI to have varying levels of "expertise" (ie: penalize if score is too high)
it's necessary anyway to prevent it from having godlike micro.
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#73I 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…
One commonality, it seems, is that players want to get better at the game. Perhaps, an AI that TEACHES the user to improve their play, and reduce errors would be an easier problem. So far we mostly do this using heuristics of gradually increasing difficulty, but it should really depend on what the player is weakest at... and what the user can improve at fastest! That is something nicely measurable, which you might use to train an AI.
Then, if/when people play against other human players they are as strong as they can be... often an FPS goal.
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#74I hope some of the advances in SC2 AI can be integrated into the in-game AI. e.g: a trained neural network that plays better than the "hard" AI, but can run on a consumer box and not on a massive cluster.
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#75Earlier quoted context omitted.
It's going to happen anyway. I think we are better off doing such things in the open and having some visibility into it rather than be surprised when something happens.
I'm so sick of this argument. How about we have a spine for once and say no?
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#76Does anyone know of any resources for someone looking to learn more about Game AI for real time strategy games?
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#77Earlier quoted context omitted.
There's probably no reason to restrict the computer the below human pro players (200-300 APM). My guess is the engine just wasn't designed with superhuman APM in mind and could be exploited. If that's the case then the AI would in some sense not really be playing the same game as the humans.
An apm limit is needed because impossibly high APM results in stupid strategies that the game wasn't designed for. The point is to build ai that compete with humans using human strategies. Not to cheese with borked game mechanic exploits.
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#78Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#79I 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…
What wrong with a strength option? I'd include an unbeatable entry in any case.
Re: DeepMind and Blizzard to release StarCraft II as an AI research environment
#80Looks like they are going to limit the APM of the AI. I wonder how they are going to decide the limit? I've never played StarCraft, but from what I understand very high APM is needed to play the game at the highest levels.
There's probably no reason to restrict the computer the below human pro players (200-300 APM). My guess is the engine just wasn't designed with superhuman APM in mind and could be exploited. If that's the case then the AI would in some sense not really be playing the same game as the humans.
Unlimited APM makes AI much less interesting from the perspective of game theory.
Think of it like a robotic boxer, except instead of an android, they build two 30 foot long walls of spring-loaded boxing gloves that close in on the human boxer. Yes, the robot punches the guy a lot, so the problem seems "solved" but it isn't really.