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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

#91

Earlier quoted context omitted.

There was a Starcraft brood war AI competition that did not have a limit on APM. The top contestants were employing strategies that required APM an order of magnitude higher than what players could do. For example, in brood war, SCVs can repair any Terran building or vehicle but it is not worth the effort to repair goliaths or tanks for a player. However, the AI could easily manage repairing it's tanks which makes th…

This was an example of extreme micro that a very simple AI can do that changes the game entirely: https://www.youtube.com/watch?v=IKVFZ28ybQs

And that was created through the games editor I believe. Imagine how much better they can make something with full support for AI development.

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

#93
post #19

Looks 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.

Back when I played SC2, you really didn't need a high APM to succeed, unlike SC1. SC2 offered some helpful mechanics that SC1 did not, such as the ability to select infinite units at once, or give commands to multiple structures at one. I think Sheth, a high level Zerg player, was famous for having under 100 APM.

Sheth did not have under 100 apm. He was infamous for not having a high apm in the early game (people like to spam keys in early game for many reasons). He still had over 200 apm once the game got going. This is on the low end for pros in sc2.

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

#94

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.

There are many game AI specialists that make good money with freelancing and consultation

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

#97
post #73
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…

I think it's really important to realize is that a game AI isn't really there to try to win, or maybe even to "convincingly" beat you the same way a human is. Perhaps you could train an AI to make the game more "fun", but that's pretty hard to measure and people are so different. It's a really hard optimization process. One commonality, it seems, is that players want to get better at the game. Perhaps, an AI that TEA…

> So far we mostly do this using heuristics of gradually increasing difficulty, but it should really depend on what the player is weakest at.

That's how MOOCs should function, too.

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

#99
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…

I bet you could run an analysis of "move quality" for the human player, find out where the moves he is making would rank in a list of possible moves sorted by value of the AI's quality function, and select the same-percentile moves for the computer AI to make (from its available moves).

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

#100

I'd love to see a e-sport league where the teams are AI human hybrids (Centaur teams). We know that AI human hybrid teams are great at chess [1], and I'd love to see rts games played by 'Centaur' teams. In the same way the innovations made in F1 often trickle down to consumer cars, can you imagine the advances that could be made in human-machine interactions in the crucible of a real-time Centaur gaming league? [1] h…

If they allowed you to script micro unit behavior in some way that'd be first step in a hybrid game.
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