|
NewScientist is featuring an article on the recent StarCraft AI Competition: Machine intelligence put to test in alien world
Viewing the article requires logging in with a free to create account. Full text here: + Show Spoiler + Computers that can beat chess grandmasters? Ho-hum. The new challenge for artificial intelligence is a strategy game called StarCraft
A SQUADRON of tanks sits patiently on a bridge. Smaller reconnaissance vehicles inch nervously ahead, probing for signs of the enemy. Suddenly, two allied spaceships zoom overhead. They illuminate a horde of hidden alien spider-robots. The aliens' cover blown, they attack. The battlefield erupts into chaos.
Called StarCraft, this space-war strategy game is played in real time. It's normally played by humans, but this particular match is different. The commanders in charge of each side are sophisticated artificially intelligent "bots" competing in the first ever StarCraft AI tournament, the finals of which were held earlier this month at Stanford University in California. The game is emerging as the next arena to put machine intelligence to the test - and could even provide the inspiration for the next big advance in AI.
Games and AI have a history. As far back as the 1950s, computers were programmed to play chess. It wasn't until the late 1980s, however, that they started beating human grandmasters. Since then, other games, such as poker, go, and even the quiz game Jeopardy, have attracted the interest of AI researchers.
"Chess is hard because you need to look very far into the future. Poker's hard because it's a game of imperfect information. Other games are hard because you have to make decisions very quickly. StarCraft is hard in all of these ways," explains Dan Klein, an AI researcher at the University of California, Berkeley, and adviser to one of the tournament teams.
The allure of StarCraft for AI researchers lies in the game's extreme complexity. Players compete to harvest resources, build an army, and battle each other in realms filled with bottlenecks, alleys and strategic high ground. Armies can be as large as 200 independently controlled units, each with different strengths, weaknesses and special abilities, such as invisibility cloaking, flying or teleportation. Unlike chess, units aren't confined to squares, but rather are in constant motion - a couple of second's distraction can be the difference between victory and defeat.
"An AI bot has to interact, reason about multiple goals concurrently, act in real time, deal with imperfect information - a lot of the properties of building robust intelligence are there," says tournament organiser Ben Weber, a graduate student at the Expressive Intelligence Studio at the University of California, Santa Cruz.
What's more, while chess AIs traditionally use software that searches for all the permutations of moves and counter-moves, it is infeasible to write such a program for a game as expansive as StarCraft, says David Burkett, a member of a team entered by Berkeley.
One reason for that is that players don't take turns: military units are constantly being built, moving, scouting for advantageous positions and, of course, fighting. And in general, opponents cannot see what the enemy is up to until the fighting begins.
The 28 competitors in the AI tournament coped with this complexity in a variety of ways. The most basic is scripting, where a programmer writes a set script for the bot to follow, independent of what is happening in the game. Weber describes this approach as "rock, paper, scissors", in that the bot may win if it happens to be executing the right script for what the opponent is doing, but if not, it cannot adapt and react.
A more sophisticated approach is the finite state machine (FSM), a technique that designers of videogame AI have long used to give the illusion of intelligence. In this approach, a bot has discrete behaviours from which it can choose, depending on the inputs given to it. The ghosts in Pac-Man are a classic example, toggling between "chase" and "evade", depending on whether or not the eponymous yellow gobbler has eaten a power pill. In StarCraft, FSMs can be used both to control individual unit tactics on the battlefield, and at higher strategic levels of deciding which units to produce and when.
FSMs are limited, says Klein, in that a human usually needs to define how and when to transition between behaviours, meaning the bot can fail if it encounters a situation that it wasn't explicitly programmed to handle.
A third approach relies on machine learning. Bots are trained on thousands of hours of game replays to find which strategies and tactics are statistically most likely to be successful, given the current game conditions. This approach can be combined with learning from trial and error, much as a human player might train. The bot learns from its mistakes and from the mistakes of others. Most competitors relied on a mixture of techniques.
The tournament itself was broken up into four categories, designed to make the complexity of the game more manageable for the bots, which are still not as skilled as an expert human player. The first two categories pitted small fixed-size armies against one another on simple terrain. An FSM-based bot won both categories by choosing better attack formations than its opponents.
In the third category, bots had to harvest resources, select from a limited set of buildings and military units, and fight. But unlike the full game, they were allowed to see their opponents preparing. The winning bot used a mimicking strategy, copying its opponent's build order while throwing in a few scripted tricks to gain the upper hand.
The final category of the tournament pitted bots against each other in "best-of-five" rounds on different maps, with access to the full functionality of the game. The winner, the Berkeley team's "Overmind" bot, used a mix of FSMs, machine learning, and a limited form of chess-style prediction, to control swarms of flying units which aimed to constantly harass the opponent.
Burkett says that tournaments like this can help advance the field of AI. Simple problems in StarCraft, like finding a path across a map, can be handled by traditional AI. But solving many problems simultaneously and quickly will require new ideas.
"There are a lot of good AI research problems involved in getting this thing to work," says Burkett. His team plans to submit details of the approach employed with Overmind for publication in a journal.
For now, however, human players remain the champions of StarCraft. In an exhibition match at the tournament, Oriol Vinyals, a former world-class player and member of the Berkeley team, took on one of the top-ranking bots. After a brief struggle, he easily defeated his AI opponent. He doubts this will always be the case.
"In 2 to 3 years, I would expect bots to be in the top 5 per cent of players," he says. "Beating the best human player doesn't seem out of the question."
It's great to see coverage of the competition and I look forward to seeing the next one!
|
Croatia9500 Posts
Great article!
It makes me immensely happy that they chose Starcraft for this competition and I just hope this kind of competitions continue. As long as they don't switch to SC2 of course
|
Thats really awesome to think that AI or somewhat partial AI will be here in my lifetime.
|
Next thing you know, the US government will be adopting Starcraft tech as military deployment
|
On November 02 2010 05:51 Taekwon wrote: Next thing you know, the US government will be adopting Starcraft tech as military deployment And we will have SkyNet, improved vers that is..
|
Croatia9500 Posts
On November 02 2010 06:38 IceCube wrote:Show nested quote +On November 02 2010 05:51 Taekwon wrote: Next thing you know, the US government will be adopting Starcraft tech as military deployment And we will have SkyNet, improved vers that is.. One that doesn't rebel against humans?
|
Who is Oriol Vinyals? I can't seem to find out his Starcraft alias.
|
Very interesting article. It's good publicity for StarCraft and AI alike, especially in relation to games like chess.
|
Damn, I really want to see AI versus Flash! Oh wait, both weren't human anyway.
|
skynet = battle.net
game over man, GAME OVER!
|
They are so optimistic. In 2-3 years they hope to get bots in top 5% of players. What would it be like? C/C+ on iccup?
|
On November 02 2010 09:52 arbiter_md wrote: They are so optimistic. In 2-3 years they hope to get bots in top 5% of players. What would it be like? C/C+ on iccup? its ok, in 2-3 years hopefully i'll be better than that ^_^
|
51446 Posts
On November 02 2010 07:14 kuresuti wrote: Who is Oriol Vinyals? I can't seem to find out his Starcraft alias.
What peeves me is that they refer to him as 'world-class', yet no one even knows who he is.
|
can't you make an AI that kites every unit in an army optimally?
|
On November 02 2010 11:23 GTR wrote:Show nested quote +On November 02 2010 07:14 kuresuti wrote: Who is Oriol Vinyals? I can't seem to find out his Starcraft alias. What peeves me is that they refer to him as 'world-class', yet no one even knows who he is. they probably just watch him play, first person or his keyboard and assumed he's awesome. I know people who watch my C rank iccup bw thinks i could be a progamer~~~~
|
On November 02 2010 14:05 nttea wrote:Show nested quote +On November 02 2010 11:23 GTR wrote:On November 02 2010 07:14 kuresuti wrote: Who is Oriol Vinyals? I can't seem to find out his Starcraft alias. What peeves me is that they refer to him as 'world-class', yet no one even knows who he is. they probably just watch him play, first person or his keyboard and assumed he's awesome. I know people who watch my C rank iccup bw thinks i could be a progamer~~~~ lol i've been called stork before. on iccup. >_>
|
On November 02 2010 14:05 nttea wrote:Show nested quote +On November 02 2010 11:23 GTR wrote:On November 02 2010 07:14 kuresuti wrote: Who is Oriol Vinyals? I can't seem to find out his Starcraft alias. What peeves me is that they refer to him as 'world-class', yet no one even knows who he is. they probably just watch him play, first person or his keyboard and assumed he's awesome. I know people who watch my C rank iccup bw thinks i could be a progamer~~~~
Played in WCG in like 2001? so he is world class by definition.
|
Good article, reads like it was written by someone familiar with SC. Unfortunately, with most SC players moving to SC2, I'm not sure if the competition is sustainable in the long run. Perhaps it can move to SC2 also, if similar tools can be created.
|
On November 02 2010 04:45 2Pacalypse- wrote:Great article! It makes me immensely happy that they chose Starcraft for this competition and I just hope this kind of competitions continue. As long as they don't switch to SC2 of course 
Wouldn't SC2 be easier to program for? Easier mechanics... MBS, automining etc...
I dunno that's just the way i see it.
|
On November 02 2010 14:36 FractalsOnFire wrote:Show nested quote +On November 02 2010 04:45 2Pacalypse- wrote:Great article! It makes me immensely happy that they chose Starcraft for this competition and I just hope this kind of competitions continue. As long as they don't switch to SC2 of course  Wouldn't SC2 be easier to program for? Easier mechanics... MBS, automining etc... I dunno that's just the way i see it. People have been building AIs for BW for a long time now. This competition probably started long before SC2 was released.
Furthermore, BW has been broken down more, probably making implementing anything much easier. Not to mention its simple graphics make it easier to run.
|
On November 02 2010 15:28 PH wrote:Show nested quote +On November 02 2010 14:36 FractalsOnFire wrote:On November 02 2010 04:45 2Pacalypse- wrote:Great article! It makes me immensely happy that they chose Starcraft for this competition and I just hope this kind of competitions continue. As long as they don't switch to SC2 of course  Wouldn't SC2 be easier to program for? Easier mechanics... MBS, automining etc... I dunno that's just the way i see it. People have been building AIs for BW for a long time now. This competition probably started long before SC2 was released. Furthermore, BW has been broken down more, probably making implementing anything much easier. Not to mention its simple graphics make it easier to run. It was announced towards the end of '09. I think they gave everyone 1 year to develop their AIs.
|
They need data to design these kinds of AIs. There's incredible replay resources available for StarCraft, and the core strategies are fairly set.
If they designed an AI for SC2, it'd have to be completedly changed on a regular basis to match the evolution of the game by players and balance changes.
Just a practical decision to go with the more constant game.
Update:BTW, whoever said this guy did WCG in 2001, was that a guess? I checked the 2001 finals player list (and '02, '03) he's not on any of them. I was much more active around that time, so I expected to have heard of the guy .
|
On November 02 2010 13:46 nihoh wrote: can't you make an AI that kites every unit in an army optimally?
That's what they did, I think. They had some pretty impressive videos of air armies kiting the shit out of ground armies. You can check out some of the youtube videos on TL.
Edit:
here you go:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=107185
PS who is this world class player?
|
Calgary25980 Posts
Sorry if I'm ignorant, but are there VODs of this tournament? I know there were VODs of the AIs as they were being developed, but I basically want to see the finals of the AI vs AI tournament.
|
Interesting article. It will sure be interesting to see how far bots can go in sc, I mean when the BWAPI project first emerged most people would never have expected them to come this far.
|
On November 03 2010 03:01 Chill wrote: Sorry if I'm ignorant, but are there VODs of this tournament? I know there were VODs of the AIs as they were being developed, but I basically want to see the finals of the AI vs AI tournament.
dont think there were any vods but i sure downloaded all the replays from the tournament, the link was somewhere here on TL.
there were a couple vods of the micro battles and some highlights but that's all i found. (probably the things you already saw)
|
Croatia9500 Posts
|
I just watched the "world class" player vs the Terran bot... it looked like the bot was going to win for a while there. Not a surprise since humanity's champion went for 1 base elevator on Python. The bot's use of SCVs vs DTs was impressive, too bad they didn't program it to leave a tank sieged in the main at all times.
|
|
|
|