Re:DeepMind and Blizzard to release StarCraft II as an AI re...
by halflings on Saturday November 05, 2016 @07:58AM
(#12879368)
The examples you previously gave are different from what you're saying now, but like I said the article clearly said that they will limit the number of actions per minute which means: no gimmicky/weird micro tricks.
Any other advantage you mentioned (computers having a larger memory and faster reaction time than humans) shouldn't be removed, as that doesn't make any sense: machines will be machines. You're building an AI on such a complex game because you want to be able to model hard problems with incomplete information, and to do so you do need to use a lot of memory and the computer's fast processing... even if that means being faster than a human. That is "fair".
Well, if you want just an AI to win with humans, you can stick to playing chess - nowadays the AI can drunk-walk its way to victory through the game tree faster than humans can make leaps in strategic thinking. The point of such experiment here is to impose limits on what an AI can do in order to cancel out "trivial" advantages it has, so that the challenge for AI developers will be to improve the core of strategic thinking & planning. Victory by perfect micro is not interesting[0]. Neither is victory by perfect macro. You need to curtail the avenues which would let the AI win by executing utterly dumb strategies with machine-like precision if you want the AI to develop smart strategies.
TL;DR: because humans are not programmable, so they cannot be rapidly improved ;).
[0] - except as an art piece.