Well, that's fun. I mean, if it works, it works.
I know they have said they will be limiting the maximum APM of the bot to around 180 for the final bot but they may not have implemented it at the time this was happening.
Edit: another example https://www.youtube.com/watch?v=IKVFZ28ybQs
I'm not sure there would need to be that large a skill difference, relatively speaking - worker micro has a really high skill ceiling, and players start with 12 workers instead of 6 nowadays, so 2 extra is a much smaller difference.
The problem is that there's a sort of rock-paper-scissors game of (conservative)-(greedy)-(all in). That is, a player who build defenses early on will crush a worker rush but they'll be far behind a player who ignores defenses and focuses on growing their economy. The worker rush is designed to punish this greedy build order.
There's nothing that can be done, really. If you decide to send a worker to scout super early on then your economy suffers so much that you'll be behind no matter what you do.
Edit: to those of you drawing a distinction between an immediate worker rush and something like an early pool or a cannon rush, that's splitting hairs. These are all classified as all-in strategies that almost automatically lose if they encounter a conservative build order.
If it's playing against the Starcraft 2 blizzard AI, it will learn a lot of "bad habits" because outright bad strategies work against the AI. Thus the worker rushing.
Your "reasoning" is actually a false perception. It doesn't make these mistakes and tries strategies that seem improbable to human players.
A 50% win rate against the Insane AI is very good, as at the higher AI levels the computer actually cheats (no fog of war, more resources, etc).
> After feeding the agent replays from real players, it started to execute standard macro-focused strategies, as well as defend against aggressive tactics such as cannon rushes.
In Starcraft 2, it would be fantastic to individually control all 16 marines in your 2 medivac stim timing, pulling them back when they become the targets nearly instantaneously, perfectly shuffling them into/out of the medivacs, while focus-firing the defenses. Another example would be a reaper rush, a beastly AI could in theory micro 5-7 reapers individually, potentially breaking the game as human fingers/muscles/nerves have limits that CPUs and GPUs do not have.
The latter concern, about sheer speed and potentially limiting APM of the Starcraft 2 AI, is a very interesting one. It would be interesting to allow the AI to match the average APM of the Global Finals players, for instance, which might be around 300 actions per minute. If the computer was allowed to utilize 3,000 actions per minute, it could surely perform much greater feats of micromanagement.
The largest edge I see human players having vs the Starcraft AI would be something strategic, get a sense for how the AI plays then pull off a specific strategy which counters it. It may not work well in the current human-meta, but perhaps the AI will have its own meta that you can out-think it on?
Single unit pullbacks, medivac shuffling, and focus firing, all together, are commonly seen in pro-level matches. The guys are superhumanly insane. The current pro players can sustain 500 APM during battles. The only reason they don't do this even more is that they are usually fighting on two or three fronts at the same time, while managing base and unit production to the second.
The real limit of the players is the single viewport and the single instruction input pipeline. Managing dozens of units with those heavy restrictions is pure madness. That's the main difference between RTSs and MOBAs. MOBAs are defined by strategy and tactics, teams win and lose because of those two factors (at pro levels). A game like Starcraft II adds another factor: players can simply break down when they're not able to keep up with the game. Even at pro level, players can be overwhelmed by the amount of information they have to process in tenths of a second, over and over again, for 15-25 minutes, or they can get into a spot where there's too much to do and not enough time to do it.
AI has two advantages. It has better information channels, in the form of perfect vision, while humans have a single pair of eyes that have to scan through the screen. It also doesn't get tired over the course of the game.
Incorrect. It was with Starcraft 1, a custom map called Aeon of Strife (AoS).
https://web.archive.org/web/20101111183559/http://www.getdot...
In all seriousness, this is pretty neat. Does anyone know if it already knows everything on the map, or if it has to discover units like the rest of us?
More detailed discussions at https://www.reddit.com/r/reinforcementlearning/comments/aioc... & https://www.reddit.com/r/MachineLearning/comments/aip7vu/d_d...
But it just won't be the same without someone telling me that I'm awful and my mother is of questionable morals.
... machine learning will probably pick that up too.
It's also possible to cheat by spamming the same commands over and over to look "like a pro" in the stats and some people do this.
[1] pun intended
You looked too early.
Your AI would then be able to participate in tournaments and fight other AIs on the existing ladders.
Additionally, one could watch BW bots fighting each other on: https://www.twitch.tv/sscait
In halo, you have an AI that lives in your power armor and her name is Cortana. Cortana can sense what you see, hear, etc. Cortana is seen to be super smart on multiple occasions and it is clear to the player. This doesn’t bother anyone. It bothers me now, though. If all of this is true, the following would happen.
Cortana senses the presence of enemies faster than you. she hears them and is able to identify how many based on their foot steps. She becomes annoyed with how sloppy you are, how many enemies you didn’t even notice and how slow you are to respond to them. She suggests that she take over your power suit. You find yourself in a situation you can’t handle and are forced to give her the reigns. She jumps into action dispatching enemies with speed and accuracy that you’ve never seen before. She shoots enemies as they step out from cover. Your movements are so fast that you vomit. She wipes out army after army as you passively watch, bewildered.
As you go through the game, you are on a mission to unravel the mysteries of halo and find a way to survive. Cortana assesses the battle space and concludes that you need to travel east. She notices several patterns of ancient runes and directs you to investigate a hidden passage. Her assessments seem incredible and bizarre but they consistently prove to be correct and eventually she ends up making every decision.
At the end of the day, if Halo were real then it would be a story about a man who passively sat inside a suit and watched an ai save the world. He probably would die in the suit at some point due to experiencing high g forces during some adventurous fight or maneuver and it would be a story about an ai who saved the world with a dead guy in the suit. It doesn’t make you feel warm and fuzzy like halo is supposed to, does it?
I take it you haven’t played Halo Reach :)
Might this be improved by forcing the AIs to send messages to each other at a constant interval? I feel like this would lead to the development of simple language built around intentions and help the Ai to consider its allies.
Communication in animals can be traced all the way back to cells sending each other messages to organize themselves. Cells began to have division of labor and work together, and as multicellular organisms increased in complexity, so did the complexity in their communication. But what would happen if you put these cells in charge of playing Dota and force it to send each other messages? Would the cells somehow develop a simple language built around intentions? Or does it still not understand the concept of intention?
Video games like Dota are extremely complicated and made specifically for human biases. We've obtained these biases over many many many generations of evolution. Machines are getting better at doing human tasks, but they still do not possess all the human biases (and I think it'd be quite scary if we actually get there). That's why these bots/algorithms/AIs can do simple tasks like identifying objects really well but they don't know what to do with them, yet.
Having machines engage in meaningful conversations with other machines and plan together is a much bigger problem to solve than having them farm up, buy items, and attack things.
This would likely benefit by some cherry picked training data, but I think AI could get good at communicating their state to each other. Star craft has too much entropy to make a simple example. Imagine the game was just, you pick a random number and your ally has to guess what it is. I think Ai’s could learn to communicate this using a similar training design.
I really hate marketing pre-news...