Re:Grandmaster level in StarCraft II using multi-agent reinf...
by meowface on Thursday October 31, 2019 @05:49AM
(#21407068)
The main impossible action that serves as an AlphaStar giveaway is that it doesn't use control groups. That by itself doesn't suggest an unfair advantage, though. It's just noticeable in replays. The APM still seems to be in line with high-level players.
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Re:Grandmaster level in StarCraft II using multi-agent reinf...
by YeGoblynQueenne on Thursday October 31, 2019 @09:34AM
(#21408519)
If I remember correctly (from other games), control groups means that you can select a group of units and assign a number to them (Ctrl+n?) so you can then issue commands to them as a group.
I think that a human player's game would be significantly slowed down if they had to play without control groups. Accordingly, the ability to control units without having to assign them to control groups must be a very big advantage for the purpose of micromanaging units. It would be like playing a turn-based game when everyone else was playing in real time.
Re:Grandmaster level in StarCraft II using multi-agent reinf...
by meowface on Thursday October 31, 2019 @07:24PM
(#21414827)
True, you might be right. It might be using an abstract notion of control groups internally (learned through watching and playing so many games), capped at the typical control group cap, in which case maybe it's not an advantage. But maybe it is able to have much more fine-grained control over every single unit, in which case it probably is an advantage.
Re:Grandmaster level in StarCraft II using multi-agent reinf...
by plopz on Thursday October 31, 2019 @09:47AM
(#21408641)
It was also selecting buildings that for a normal player would either be out of the isometric field of view, covered by ui elements, or only barely on screen like clicking 1 pixel specific in the corner.