Re:AlphaStar: Mastering the Real-Time Strategy Game StarCraf...
by dlubarov on Friday January 25, 2019 @12:42AM
(#18995855)
TLO seems to have a longer tail than AlphaStar in that graph though, so doesn't that imply that TLO peaked at an even higher APM, presumably during battles?
Fair point about humans needing minor adjustments though. Another comment also mentioned a bug in the APM measurement: https://news.ycombinator.com/item?id=18994350
Re:AlphaStar: Mastering the Real-Time Strategy Game StarCraf...
by georgeek on Friday January 25, 2019 @07:52AM
(#18997481)
TLO is a Zerg player, so he probably does a lot more errors when playing Protoss. Also, every top player estimates when to do a sequence of actions and spams it a few times to maximize the chance of execution. Meanwhile Alphastar only has to do that once.
Re:AlphaStar: Mastering the Real-Time Strategy Game StarCraf...
by integricho on Friday January 25, 2019 @02:04AM
(#18996115)
Yes,could that bug be the reason for the AI getting to 1000APM?
Re:AlphaStar: Mastering the Real-Time Strategy Game StarCraf...
by jacobush on Friday January 25, 2019 @05:00AM
(#18996813)
Hm, should be interesting to force the AI to use input commands through a "filter", where it can only execute orders with human level precision. And something similar for input.
This is compounded by the fact that almost all of AlphaStar’s actions are “useful” whereas a significant amount of the human actions are spammy.
You will typically see a human select a group of units, and fast-click a location in the general direction they want the units to move (to get them started moving that way), and then keep clicking to continuously update the destination to a more precise location. Every click counts as an action. An AI can be perfectly precise and “clicks” the right place the first time.