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Re:DeepMind Challenges for StarCraft by Monory on Sunday March 20, 2016 @10:40PM (#11325855)
Well, anyone who says that advantage in micromanagement is not a big thing should see "Automaton 2000" videos. Given that automaton is a map script and thus can have virtually unlimited APM, it beats people from a horribly disadvantageous positions (40 banelings vs 21 marine [1], or 100 zerglings vs 20 sieged tanks [2]).

[1]: https://www.youtube.com/watch?v=DXUOWXidcY0 [2]: https://www.youtube.com/watch?v=IKVFZ28ybQs

Re:DeepMind Challenges for StarCraft by nickpsecurity on Sunday March 20, 2016 @11:33PM (#11326056)
I agree. It's one of only areas the AI's have been hood at. Pathfinding and build orders being other two. AI should be limited to a specific number of actions a minute comparable with opposing player or best human champ. Then, we're grading it on its "thinking" instead of dexterity.

They better keep fog of war on too.

Re:DeepMind Challenges for StarCraft by derefr on Monday March 21, 2016 @01:57AM (#11326467)
Or, the AI could be set up like AlphaGo was: as a computer giving instructions to a merely human player. I'd love to see what a powerful StarCraft AI would do if trained to "predict and compensate for" not only its opponent, but also the inevitable human errors in faithfully executing its strategy. A certain Sector Command and Control Unit springs to mind...
Re:DeepMind Challenges for StarCraft by dragontamer on Monday March 21, 2016 @03:09AM (#11326637)
A huge amount of Starcraft is the intense APM training regiment that the pros undergo.

APM is a huge indicator of Starcraft "skill". Its not the only thing of course, but winning "micro-battles" greatly changes the game.

I don't care how good Michael Jordan is. He'll never "win" a game of basketball vs a standard professional by shouting commands to an average joe.

Similarly, no average joe will be able to perform a muta-harass while retaining full-speed, taking only a single missile from a Turret. That sort of "micro-skill" takes practice and dexterity.

Re:DeepMind Challenges for StarCraft by derefr on Monday March 21, 2016 @03:24AM (#11326666)
You don't think it'd be interesting to take a player who's already one of the top players, and measure the marginal gains of them doing their own macro+micro, vs. just doing micro and leaving macro to the AI?
Re:DeepMind Challenges for StarCraft by ktRolster on Monday March 21, 2016 @03:45AM (#11326704)
We can see that now, with the new Archon mode, which allows two players to control the units together.
Re:DeepMind Challenges for StarCraft by garrettgrimsley on Monday March 21, 2016 @06:12AM (#11327093)
I haven't been following SC2 since HOTS, are they really still trying to achieve feature parity with Brood War?

http://starcraft.wikia.com/wiki/Team_Melee

Re:DeepMind Challenges for StarCraft by ktRolster on Monday March 21, 2016 @01:59PM (#11330148)
I haven't been following SC2 since HOTS

Too bad, it's really good.

Re:DeepMind Challenges for StarCraft by nickpsecurity on Monday March 21, 2016 @01:08PM (#11329600)
The game moves too fast for that. When I contemplated it, I was going to let the AI do the micro battles and build orders. The other aspects are planning one's strategy, identifying opponent's strategy, counters, bluffs, and so on. Humans are best at this. The machines have been laughably easy to beat at it so far.

DeepMind's system is all about finding patterns. It might do better on those aspects. It could even be trained to recognize some aspects of enemy intent, how the battles are going, etc. Thing is, there's lots of potentials for curveballs in Starcraft compared to Go or Atari games. Human pro's curveball on demand. Should be interesting to see what it can do.

Re:DeepMind Challenges for StarCraft by derefr on Monday March 21, 2016 @01:32PM (#11329904)
Hmm. Instead of purely focusing on macro, what if the human was in the middle, while the AI existed at both the top and bottom?

I'm now thinking more explicitly of the book series I alluded to (The General series by S.M. Stirling and David Drake): the human is a commander, so the units are intelligent in their own right (thus, handled by the AI); and the AI is also giving the human commander real-time advice based on what knowledge it can discover through the human's vision (isolated from the other AI-instance doing micro, but "smart" in the sense that it can assume that the micro is being done by a [fallible] rational actor that thinks like it does.)

I feel like that "human in the middle" configuration would actually make for its own new subgenre of 4X/RTS-like games, if we could get it right; somewhat like a more interesting version of tower defense. Like an RTS, it would be about issuing orders; like a MOBA, you'd have direct control of a "champion" unit. But the job of the unit would be to give those orders, and your job as the player would be to get their position fortified while also gaining enough information to accurately strategize.

Come to think of it, this is what Dungeons & Dragons was originally supposed to be about, wasn't it? Commander-level characters going off to do scouting or other special ops for their army, advancing in rank and gaining underlings in the process. (D&D1e assumes you'll just already have a wargame going with an overworld hex grid, unit stats, etc., and just serves as a "what heroes do in a zoomed-in view" add-on to it. Thus why it doesn't come with its own battle system.)

Re:DeepMind Challenges for StarCraft by nickpsecurity on Monday March 21, 2016 @02:05PM (#11330224)
"the human is a commander, so the units are intelligent in their own right (thus, handled by the AI); and the AI is also giving the human commander real-time advice based on what knowledge it can discover through the human's vision "

I see what you're saying. Yes, I daydreamed about such models too. I got excited about two games that stepped into that direction: Supreme Commander's dual-monitor setup with a macro, commander-like view plus detailed, micro view; Full Spectrum Warrior and Full Spectrum Command. The S.C. setup shows people are dabbling in interfaces that might lead to that. FSW and FSC are straight implementations of what you describe: commanders controlling AI agents that are semi-autonomous and provide feedback. FSC isn't available to public but is what I wanted more: limited commander view with data on your troops, position, intel coming in from video feeds or satellite, and so on. A hybrid model might let me go Harbinger and "assume direct control" of a character or team.

"I feel like that "human in the middle" configuration would actually make for its own new subgenre of 4X/RTS-like games, if we could get it right; "

It could. I'm not sure what it will look like outside Full Spectrum Command or bots in shooter games. A lot of the experience comes from the style of the people playing plus their quirks. The Call of Duty Ghosts AI shows that we might be able to approximate that as it did it so well I thought I was playing online against rookies lol. Most fun bots ever were.

"Come to think of it, this is what Dungeons & Dragons was originally supposed to be about, wasn't it? "

I think it was meant to enable and constrain the imaginations of players so the game took place inside their head. I never played it but it was a brilliant idea. Come to think of it, you're onto something here because games like Skyrim have all kinds of autonomous people doing certain routines or behaving in certain ways. There's even contractors and mayors. Any of these people could benefit from AI. Just a matter of computing resources. Could have one world where everyone plays the same world whose characters are controlled via a server farm at developer's location. I originally envisioned that for Runescape when I failed to get them to create a version of it for AI research. It would've been great for testing pathfinding, build systems, strategy, chatterbots, and so on. Skyrim more so.

Note: We could also test a collective intelligence where individual agents publish what they learn to central forums organized by topic. AI expansions could take time to periodically scrape that, try to understand it, and factor it into their gameplay. Basically, simulating player help forums that humans use. Additionally, could build superintelligences, gods, or advanced/E.T. AI's that tap into that plus much of world state that shouldn't be available. Even let them make changes to map or items with that dynamic factored in.

Lots of potential that might not have been explored yet but could make even simpler bots a lot more fun to watch. ;)

Re:DeepMind Challenges for StarCraft by diskcat on Sunday March 20, 2016 @10:52PM (#11325900)
Yeah. infinite apm would make stuff like marine being able to turn around and shoot instantly OP. it was just impossible to exploit before with human reflex.

also the APM is not unlimited, it is only very high.

Re:DeepMind Challenges for StarCraft by HCIdivision17 on Monday March 21, 2016 @12:21PM (#11329167)
Watching the zerglings somehow wash through that tank barage was just ... demoralizing. Those little buggers are not supposed to be a hard counter to tanks, dammit! Fighting against Automaton 2000 is like having your own personal Kaizo assaulting your base.

I think this really demonstrates why putting in APM limits is super important, and as brought out elsewhere also making the computer input via mouse/keyboard and get data from the screen (maybe just a filter to ease up on the CV bits?). A lot of the fun in watching a StarCraft map is seeing how the big picture is balanced against the details, and where a person's limited congnition flows from one focus to another. Limited knowledge and scope of sight play a huge part in the skill.

But mostly I'm just ranting because dodging the splash damage feels unfair; goes against everything I stand for. Next we'll start seeing 5 Skill Rays bulldoze the map! (I'm going to be looking into this a lot more after work - it seems like a super cool project!)

Re:DeepMind Challenges for StarCraft by mizzao on Monday March 21, 2016 @11:18AM (#11328644)
Agreed. It also wouldn't be very interesting to watch a human-AI game where the human is better at planning and tactics but the AI just wins even uphill battles due to insane micro.
Re:DeepMind Challenges for StarCraft by coryfklein on Monday March 21, 2016 @01:00PM (#11329520)
I would LOVE to see an AI vs AI game though where the AI had no restrictions on APM/micro.

I mean, what would an AI come up with given just mass zerglings vs mass zerglings. Would love to see the strategies possible with near unlimited attention and APM.

Re:DeepMind Challenges for StarCraft by Monory on Tuesday March 22, 2016 @01:46PM (#11338379)
Problem with that lies in different balancing.

For example, while banelings, are considered hard-counter to marines, stimpacked marines are still faster than even speed-banelings not on creep and just a little bit slower on creep. Pros use splitting to minimize damage, but here, as you can see, it can be just ultimate showdown.

Another example would be high templars vs ghosts. It is fairly difficult for Terran player to target high templars, but just two EMP shots basically puts templars out of combat, and miss of those shots renders ghosts mostly useless.

So, any area-of-effect attacks would be mostly useless due to infinite APM. That means minus colossi, tanks, banelings, thors and many other units. Probably that means that some race will be somewhat (or, maybe, insanely) overpowered (my bet is on Terran due to possibility of multiple drops, which themselves could be useless, though (because AI can't "miss" a drop), and stim-marine micro). So, the game will require massive rebalancing.

Re:DeepMind Challenges for StarCraft by LetaBot on Monday March 21, 2016 @01:10PM (#11329621)
You can always watch the StarCraft AI stream: http://sscaitournament.com/
Re:DeepMind Challenges for StarCraft by liusiqi43 on Monday March 21, 2016 @05:16AM (#11326931)
For Atari games, they limited actions to 50Hz, which is not entirely out of reach for human beings. I guess they would do something similar to make the SC challenge fair as well.
Re:DeepMind Challenges for StarCraft by shultays on Tuesday March 22, 2016 @05:37AM (#11335351)
how does the siege tanks vs zerglings work? how do AI know which zergling is targetted? Also was there a delay for siege tanks after it selects a target but before shooting it down? Wasn't it instant like marine, can't remember it.

Or maybe it is because opponent is also AI and automaton simply knows which target it will auto pick.

Re:DeepMind Challenges for StarCraft by Monory on Tuesday March 22, 2016 @01:38PM (#11338310)
All tanks have limited and fixed range, so Automaton just instantly splits all zerglings from the one which comes first into tank fire range. It IS instant, but highly deterministic, at least their first attacks are. And after their first shot, due to long cooldown, all zerglings are just already attacking tanks in fairly split manner and mostly unkillable by tanks anymore.