On April 29 2013 01:31 Inertia_EU wrote: Is SC2 more like Go or chess? What the hell is go?
Google would have answered that question very quickly, but anyway it's a really, really good and deep strategy game. http://en.wikipedia.org/wiki/Go_(game)
On April 27 2013 00:05 blackbrrd wrote: SC2 is a game of incomplete information, and is probably very unlike both games.
So is Chess. You dont know what moves your opponent will do, same as in SC2.
Incomplete information in game theory means you don't have full information about current state of the game, not future moves.
In SC, you don't know if your opponent has a dark shrine or not, that's current state of the game.
In chess, you know exactly where every piece is at right now, so you can deduce a set for possible next moves from opponent. In SC, you can't deduce that exact set.
Further, knowing all future moves and the optimal strategy would make it solved, like checkers.
On April 27 2013 00:18 eScaper-tsunami wrote: Neither because both go and chess have a finite of moves you can compute.
SC2 also only has a number of finite moves. And with current computation power we can compute neither SC2 nor Go (and Chess only endgame iirc).
I think Blizzard could absolutely design an AI to win 100 games out of 100, assuming the AI knows the build order you're going for of course. There is no perfectly safe build in the game, there is a hard counter to everything.
( only table-bases exist for most endings,involving more than a few pieces, which does not mean they are completely factored in many circumstances , but have access to the exhausted heuristics and diagrams .
That being said most definitely a computer could easily be designed to own human players in SC2 with a near 100 percent win-rates as this is a mechanics and micro-intensive game. Both strategy and micro curve toward infinite importance as game play approaches near-perfect rates. I do not think the build order trees are even in the same realm of chess or go, or even checkers has way more build order permeation , the point being it would not be difficult to make a bot that had every current optimal strategy and response factored.But the mechanics would be the real problem for humans to deal with . It would never miss injects, never miss a mule in perfect time , have unreal multitasking , and an apm a human could never compete with as we have arms and physical limitations which cause delay between us and the gameplay . in any event dejavu
its more like a video game played on the PC platform of the RTS genre where there are only 3 factions (but they are very different from each other) with about 15-20 units each.
On April 27 2013 00:25 Meatex wrote: Wow surprised by the responses Guessing none are serious chess or go players Yes there are differences board games being turn based while RTS games being not but the similarities in the game game design are numerous. Chess is about using all the different "units" you have to kill your opponent's king. Certainly the unit use fits but SC2 has a vastly different goal Go however is, I feel, very similar to SC2 at its core. Both put strong importance on board/map control to gain economy/points. You have similar importance place on timings - also in chess though I feel its stronger in go - and of course like chess you have different opening "build orders"
Chess is all about positioning and map control lol cool example:
On April 29 2013 01:12 KingAlphard wrote: It's not like poker. "Luck" factor is 10x smaller in SC2.
Good one, very funny. Maybe you weren't watching all the blind counters at Dreamhack yesterday.
SC2 is like a video game. That's all. You guys need to stop trying to legitimize your hobby by appealing to the status of other hobbies.
I didn't say there's no luck factor in sc2. But it's still WAY smaller than in poker.
a bit smaller, but there's either more luck than you think in SC2 or less luck than you think in poker
the luck versus skill in poker and sc2 becomes apparent the more sample hands and games one sees, still it probably takes more sample hands in poker than sc2 games for this to be realized.
On April 29 2013 01:12 KingAlphard wrote: It's not like poker. "Luck" factor is 10x smaller in SC2.
Good one, very funny. Maybe you weren't watching all the blind counters at Dreamhack yesterday.
SC2 is like a video game. That's all. You guys need to stop trying to legitimize your hobby by appealing to the status of other hobbies.
I didn't say there's no luck factor in sc2. But it's still WAY smaller than in poker.
a bit smaller, but there's either more luck than you think in SC2 or less luck than you think in poker
the luck versus skill in poker and sc2 becomes apparent the more sample hands and games one sees, still it probably takes more sample hands in poker than sc2 games for this to be realized.
depending of course on the disparity of skill. A pro sc2 player would only need 1 game versus most rankings
On April 29 2013 01:12 KingAlphard wrote: It's not like poker. "Luck" factor is 10x smaller in SC2.
Good one, very funny. Maybe you weren't watching all the blind counters at Dreamhack yesterday.
SC2 is like a video game. That's all. You guys need to stop trying to legitimize your hobby by appealing to the status of other hobbies.
I didn't say there's no luck factor in sc2. But it's still WAY smaller than in poker.
a bit smaller, but there's either more luck than you think in SC2 or less luck than you think in poker
the luck versus skill in poker and sc2 becomes apparent the more sample hands and games one sees, still it probably takes more sample hands in poker than sc2 games for this to be realized.
depending of course on the disparity of skill. A pro sc2 player would only need 1 game versus most rankings
SC2 is like a ship it sails along the ocean of eSports and the players are like the captains that are steering the ship, all trying to get to their destination of fame and fortunte. Its all unchartered waters and thats what makes it exciting to watch... there is no fruit on the ship neither is the ship like chess or go.... SC2 is like a ship
I can never understand why people insist on comparing it to poker because of "incomplete information" - the two games aren't even remotely comparable since poker is a game of misdirection rather than anything else. Misdirection is one of a number of tactics you can employ in Starcraft but it is a relatively minor one at best.
Instead, Starcraft and games similar to it should be compared to fighting. You can rush all out (power through, punch on the inside) where your defense is weaker but you're relying on hitting someone at a bad time. You can box defensively and wait for a weakness or for your opponent to tire. You can evade and counterpunch, your mentality plays a huge role. There is room for fighters that just rely on sheer physical power (macro), technique (micro) but the best fighter is a combination of both. There is even room for misdirection, almost constantly, as anyone who has any fighting expertise whatsoever will remind you.
Kind of makes sense, considering you're basically fighting a real time mini war on your computer screen.
I don't think that blizzard could design an agent that would have 100% winrate or something near to that. It is not possible in Go because the trees are to big if I recall correctly. The problem is that Starcraft is also a speed based game, there would be too much tree traversal that would have to be done in a very short time period, to find the optimal action at every moment. Ofc, you could make the computer scout perfectly in the early game and chose an appropriate all-in, but that is not what we want... Also, I don't know how the computer could adapt to a change of metagame.
On April 27 2013 00:25 Meatex wrote: Wow surprised by the responses Guessing none are serious chess or go players Yes there are differences board games being turn based while RTS games being not but the similarities in the game game design are numerous. Chess is about using all the different "units" you have to kill your opponent's king. Certainly the unit use fits but SC2 has a vastly different goal Go however is, I feel, very similar to SC2 at its core. Both put strong importance on board/map control to gain economy/points. You have similar importance place on timings - also in chess though I feel its stronger in go - and of course like chess you have different opening "build orders"
You say that nobody is a serious chess or go player, but the only comparisons you draw between chess and Starcraft 2 is that they both involve "units," both involve controlling the board/map, and both have planned strategies at the beginning of the games...? You could something similar about football, LoL, monopoly, etc.