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OpenAI's Dota 2 bots vs. 5 top professionals in TI - Page 9

Forum Index > Dota 2 General
Post a Reply
Prev 1 7 8 9 10 11 16 Next All
spudde123
Profile Joined February 2012
4814 Posts
August 05 2018 22:48 GMT
#161
Jesus christ are the bots 4 man pushing with Axe cutting the wave lmfao
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
August 05 2018 23:03 GMT
#162
Getting to see a lot more of the AI with the crowd-sourced throw picks.
Average means I'm better than half of you.
FreakyDroid
Profile Joined July 2012
Macedonia2616 Posts
August 05 2018 23:14 GMT
#163
Is that envy playing the slark bot lol
Smile, tomorrow will be worse
spudde123
Profile Joined February 2012
4814 Posts
Last Edited: 2018-08-05 23:21:18
August 05 2018 23:17 GMT
#164
Yeah this game has been quite interesting because the AI has had to play completely differently and they showed some ability to pressure multiple parts of the map and pull the humans apart. Wish we got to see a few more games with different drafts.

Sometimes the bots seem a bit confused though
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
Last Edited: 2018-08-05 23:23:43
August 05 2018 23:21 GMT
#165
Definitely more advanced than standard DotA bots, but still seeing a lot of obvious bot behaviour now they're not in the driver's seat.

And there's that typical "losing base but probability says we can't fight so just ignore base" behaviour.
Average means I'm better than half of you.
polgas
Profile Blog Joined April 2010
Canada1770 Posts
August 05 2018 23:25 GMT
#166
Game 3 end.
[image loading]
Leee Jaee Doong
FreakyDroid
Profile Joined July 2012
Macedonia2616 Posts
August 05 2018 23:38 GMT
#167
They seem to have a rather simplistic concept of the game at this stage, its mostly pick heroes with long range nukes that enables them to make kills and/or zone out opponent heroes and then push as 5. Not sure how far they can get just by playing bot vs bot matches, perhaps allowing them to analyze top level replays from pro teams might give them more ideas/concepts that they can utilize.
Smile, tomorrow will be worse
Murlox
Profile Blog Joined March 2008
France1699 Posts
Last Edited: 2018-08-05 23:43:40
August 05 2018 23:42 GMT
#168
On August 06 2018 08:38 FreakyDroid wrote:
They seem to have a rather simplistic concept of the game at this stage, its mostly pick heroes with long range nukes that enables them to make kills and/or zone out opponent heroes and then push as 5. Not sure how far they can get just by playing bot vs bot matches, perhaps allowing them to analyze top level replays from pro teams might give them more ideas/concepts that they can utilize.


True, but I believe the goal of the team is to make a self learning machine. Being extremely good at dota can come second.

So maybe there are willing to accept that the machine is not optimal in some situations because it didn't have enough time to encounter those situations yet, rather than "help it get good faster" by feeding it data.

But... maybe they'll talk about it on the panel. Team members have not been very technical yet, though, I found. The blog was much more useful.
Resistance ain't futile
Kometijanac
Profile Joined March 2013
Serbia98 Posts
August 05 2018 23:43 GMT
#169
All in all, i'd say humans did pretty bad in the early game, feels like better and more experience players would do so much better in the game than high mmr casters. Bots for sure played good and would beat maybe most random 5 man team, but this was not the show i feel like they advertised it would be, bots didn't blow my mind with their mechanics.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky
polgas
Profile Blog Joined April 2010
Canada1770 Posts
August 06 2018 00:32 GMT
#170
It was a treat to see how machine learning playing by itself can be this good. It felt like the AI always has the initiative and coupled with its efficiency it just snowballs to a win. Also quite scary to actually see AI's aggression.
Leee Jaee Doong
ASoo
Profile Joined November 2010
2865 Posts
August 06 2018 00:33 GMT
#171
This was cool, and the bot is impressive, but I remain unconvinced it would beat a real pro team in its current state. A lot of the advantages it got in those first two games looked like unforced errors from the human players; in particular, they seemed to take a really long time to learn not to try and defend pushes with 2-3 heroes, even after getting dived and dying over and over again.

Of course, the bot will probably also be better by the time it plays a real pro team, so who knows?
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
August 06 2018 00:47 GMT
#172
On August 06 2018 09:32 polgas wrote:
It was a treat to see how machine learning playing by itself can be this good. It felt like the AI always has the initiative and coupled with its efficiency it just snowballs to a win. Also quite scary to actually see AI's aggression.

I think this was the most boring part of the AI strat, IMO. Coordinating spells and calculating damage is fairly basic behaviour, and should be a fairly direct line of learning once kill rewards are input as variables. Ditto to charging down towers, it should just be reward based decision making, since those are the most valuable targets at that point in the game (and that's not even considering abstract value like map control).

How that factors into draft was interesting, but ultimately limited by the hero pool. We saw from the draft probabilities that almost everything for the bots came down to a single gameplan.

The 3rd game split-pushing and tactical feeding was much more interesting overall, as that goes well beyond X > Y decision making. Obviously they need some further development to learn how to not feed, and how to prioritize saving major objectives over staying alive, but it showed some actual reactionary strategy and game-state evaluation.
Average means I'm better than half of you.
spudde123
Profile Joined February 2012
4814 Posts
August 06 2018 00:48 GMT
#173
Yea there seem to be some weaknesses that may be exploited by pros. I need to watch the games again, but as far as I recall humans did very well in terms of last hits in solo lanes. Laning seems like something the bots may be exposed in more. Though the bots seemed very good at playing their aggro lane so the humans have to be pretty careful in terms of how they play that lane so they don't get run over. Because of the limited pool and the way the bots like to pick, the game can snowball pretty badly if the humans screw up early on. And the bots were indeed very good at keeping the pressure up and immediately jumping at heroes that were even a bit out of position.

For pros it's also very useful that they've now seen the bots play so they have some idea of what to expect even if it's not the same version. Pretty clearly today the human team was taken by surprise by a lot of things and they played various situations as they would against humans and just got owned by the spell casting from the bots.
SimplyPanda
Profile Joined June 2017
United States15 Posts
August 06 2018 02:27 GMT
#174
I'm interested to see what the bots do once they don't all get a courier. How do they prioritize couriers? Is it similar to the way human teams do it? All the little innovations that they do are pretty slick.
polgas
Profile Blog Joined April 2010
Canada1770 Posts
August 06 2018 02:57 GMT
#175
On August 06 2018 09:47 WolfintheSheep wrote:
Show nested quote +
On August 06 2018 09:32 polgas wrote:
It was a treat to see how machine learning playing by itself can be this good. It felt like the AI always has the initiative and coupled with its efficiency it just snowballs to a win. Also quite scary to actually see AI's aggression.

I think this was the most boring part of the AI strat, IMO. Coordinating spells and calculating damage is fairly basic behaviour, and should be a fairly direct line of learning once kill rewards are input as variables. Ditto to charging down towers, it should just be reward based decision making, since those are the most valuable targets at that point in the game (and that's not even considering abstract value like map control).

How that factors into draft was interesting, but ultimately limited by the hero pool. We saw from the draft probabilities that almost everything for the bots came down to a single gameplan.

The 3rd game split-pushing and tactical feeding was much more interesting overall, as that goes well beyond X > Y decision making. Obviously they need some further development to learn how to not feed, and how to prioritize saving major objectives over staying alive, but it showed some actual reactionary strategy and game-state evaluation.

Agree 3rd game was interesting but in the end it felt like the AI was playing to delay the inevitable rather than to win. I believe if the bots were not scripted to buy items based on a guide it might have been more challenging.
Leee Jaee Doong
acie
Profile Blog Joined July 2010
United States247 Posts
August 06 2018 03:21 GMT
#176
all the games were draft wins, the computer came up with the best strategy/draft for that tiny 18 hero draft pool. It's impossible to counterpick from such a small hero pool that people don't have experience choosing from.
WolfintheSheep
Profile Joined June 2011
Canada14127 Posts
August 06 2018 03:31 GMT
#177
On August 06 2018 11:57 polgas wrote:
Show nested quote +
On August 06 2018 09:47 WolfintheSheep wrote:
On August 06 2018 09:32 polgas wrote:
It was a treat to see how machine learning playing by itself can be this good. It felt like the AI always has the initiative and coupled with its efficiency it just snowballs to a win. Also quite scary to actually see AI's aggression.

I think this was the most boring part of the AI strat, IMO. Coordinating spells and calculating damage is fairly basic behaviour, and should be a fairly direct line of learning once kill rewards are input as variables. Ditto to charging down towers, it should just be reward based decision making, since those are the most valuable targets at that point in the game (and that's not even considering abstract value like map control).

How that factors into draft was interesting, but ultimately limited by the hero pool. We saw from the draft probabilities that almost everything for the bots came down to a single gameplan.

The 3rd game split-pushing and tactical feeding was much more interesting overall, as that goes well beyond X > Y decision making. Obviously they need some further development to learn how to not feed, and how to prioritize saving major objectives over staying alive, but it showed some actual reactionary strategy and game-state evaluation.

Agree 3rd game was interesting but in the end it felt like the AI was playing to delay the inevitable rather than to win. I believe if the bots were not scripted to buy items based on a guide it might have been more challenging.

Probably a lot less challenging for human opponents. If the bots were scripted to buy recommended items, then they probably have no idea how to evaluate item buys, or the recommended guide is actually superior to their current AI.

Which makes sense. Future predictions are not a simple task, and getting an AI to evaluate the risk/reward of buying immediate item benefits vs saving for strong future items suited to the enemies is going to be a giant hurdle.
Average means I'm better than half of you.
polgas
Profile Blog Joined April 2010
Canada1770 Posts
August 06 2018 04:11 GMT
#178
I believe they are planning to have the bot learn this. I don't know if its any different from what we've seen with the salves in the first 2 games.
Leee Jaee Doong
Nymzee
Profile Joined June 2013
3929 Posts
August 06 2018 06:05 GMT
#179
On August 06 2018 12:21 acie wrote:
all the games were draft wins, the computer came up with the best strategy/draft for that tiny 18 hero draft pool. It's impossible to counterpick from such a small hero pool that people don't have experience choosing from.

Maybe every win could be attributed to draft? Maybe that's actually a thing, where 1 team could theoretically have 80%+ chance to win based off draft but because they're human (and make mistakes) they don't actually have that 90%+ chance to win that the bots were often able to achieve.
FreakyDroid
Profile Joined July 2012
Macedonia2616 Posts
Last Edited: 2018-08-06 08:37:56
August 06 2018 08:36 GMT
#180
On August 06 2018 08:42 Murlox wrote:
Show nested quote +
On August 06 2018 08:38 FreakyDroid wrote:
They seem to have a rather simplistic concept of the game at this stage, its mostly pick heroes with long range nukes that enables them to make kills and/or zone out opponent heroes and then push as 5. Not sure how far they can get just by playing bot vs bot matches, perhaps allowing them to analyze top level replays from pro teams might give them more ideas/concepts that they can utilize.


True, but I believe the goal of the team is to make a self learning machine. Being extremely good at dota can come second.

So maybe there are willing to accept that the machine is not optimal in some situations because it didn't have enough time to encounter those situations yet, rather than "help it get good faster" by feeding it data.

But... maybe they'll talk about it on the panel. Team members have not been very technical yet, though, I found. The blog was much more useful.


Well yeah, but there's clearly a pretty big gap in their learning process, it seemed as if they do stuff that directly rewards them, ie take tower, last hit creep, make a kill, prevent them from hitting my tower etc. Dota is way more nuanced than that, the reward doesn't always have to follow a few simple linear steps, it involves a lot of prediction/foresight something which these bots didnt have.

In the first two games I think our casters were intimidated by their aggressiveness and spell usage and didnt know how to respond to that, but I'll bet my life on it that if they play another bo3 they'll crush the bots. They kept saying the bots learn 180 years per day, or rather the equivalent of it, but I think that's a very misleading number of years, its simply hours of game play of bots doing stupid things, but the actual learning they get from that is very little compared to what a human can learn in the same time. We learned in 3 games or 90 minutes how to deal with them. What Im saying is that is a bit dishonest from them to equate machine learning time with human learning time and that 180 years per day is not a good metric.
Smile, tomorrow will be worse
Prev 1 7 8 9 10 11 16 Next All
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