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Just finished, great article. Really liked the part about the skills and their transferability. A really intriguing interview! Great job
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I've been waiting for this ever since I first saw you post about it! Sounds great, reading now.
EDIT: Excellent article, all gloriously printed on one page with no "NEXT" clicking. Upson makes a lot of good points, and I'm glad to see such a well researched piece that paints SC2 in a unique and very positive light.
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Thanks for link, great read. Love how the game we love playing is contributing to real scientific fields.
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Seems good. Will read now. Edit with comments after
User was warned for this post
Edit: Wasn't aware that reserving posts was against the rules. I apologize.
Anyways, I really likes this article. It makes me happy to think that scientists have actually taken interest in Starcraft.
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Awesome article. I really like the idea of using replays in cognitive psychology experiments. Such great data available and it's just sitting there waiting for someone to make use of it.
I also liked this bit of the article:
In a paper published this year, cognitive scientist Joshua Lewis and colleagues at the University of California – San Diego analyzed what actions players took in 2000 games to see if certain capabilities stood out as hallmarks of success. Unlike previous studies, which tested participants before and after they played games to see if their behaviors changed, the approach taken by Lewis and colleagues allowed them to look for specific differences in what players are doing and perceiving.
They tracked several measures, including how many actions players took per minute and the distances between the locations where actions occurred across the map. Not surprisingly, they found that players who made the most moves tended to win. Of more interest was the second calculation. Distributing actions more widely across a map, which the authors argue reflects a player’s ability to distribute attention, also correlated highly with winning.
Now the question is whether people can learn to divide their attention more effectively. Professional Starcraft players belong to teams, with coaches and practice schedules, and they devote the majority of their time to developing their abilities. “If there is some methodology for building up multitasking skills, we might be able to figure out a way to train people to better distribute their attention,” Lewis says. “Maybe these teams have learned that implicitly.”
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i woulda loved to study something in that field.. too bad it's not in my area
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This is really cool! Anything that helps give SCII more exposure and credibility is a good thing. Really fitting title to the article as well, the idea that starcraft can be refined to quasi-science seems like something the korean commentators have articulated since the beginning.
btw, i couldn't help but notice how terrible that spore positioning was in the screenshot with the voids shooting the hatchery.
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damn, nice to see e-sports being so cool =D
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Yey, glad a survey we filled out produced results for once!
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This sort of thing is good for e-sports. I would like to see actual scientific research reports come to fruition, I am doing my honours in psychology this coming year but looking at sc2 would be just a little bit too much for one year. We will see later. But yes well written article. It is the sort of thing you can show to someone with some academic background without being laughed at. Or to an ignorant parent only to leave them baffled, in denial, or otherwise appreciative xD
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Awesome read. We need more actual writers in our community. The way he explained sc2 in layman's terms is pretty well thought out.
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Basically they found APM and multitasking were the most strongly associated with winning. This suggests that mechanics are still the most important thing for a player in SC2.
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This is a very interesting read. Sort of speed read through it but very interesting.
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Good read I really enjoyed it.
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Very interesting to see how the author describes the game to people who might not be familiar at all with video games. Funny thing is, in his description of the game's complexity he didn't even paint the whole picture. For one thing, he neglected the concept of the minimap, map control and map awareness. I would think that aspect would be crucially important to any scientist studying, among other things, the brain's "mechanisms of attention" with respect to Starcraft.
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A good article for people who maybe have little understanding of the game, or are outsiders. Not much meat and potatoes though for someone who pretty much knows what it takes to be good at the game. I'd like to see more information on the actual research being done, but obviously that isn't all out yet.
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Very interesting, love that this research is starting now and can grow with the game.
And a Liquipedia link in a Scientific American article! Too cool!
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Very cool. 8 categories of replays would be ladder ranks (7) +pro???
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Cool to see this stuff being taken seriously. I also like how they gave the players their screen names, not their real ones. I don't know Leenock's real name haha
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Hey Josh finally got that study published! I'll have to go read that now.
EDIT:
Fantastic quote from Josh's paper:
"In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities."
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"For decades, a different game, chess, has held the exalted position of “the drosophila of cognitive science”—the model organism that scientists could poke and prod to learn what makes experts better than the rest of us. StarCraft 2, however, might be emerging as the rhesus macaque: its added complexity may confound researchers initially, but the answers could ultimately be more telling." Wow. This is great. I feel so vindicated for all the time I have spent playing this video game. I hope this is just the start of this kind of deserved attention.
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Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well)
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Nice article, thanks for the link.
Both Blair and Lewis see parallels between the game and emergency management systems. In a high-stress crisis situation, the people in charge of coordinating a response may find themselves facing competing demands. Alarms might be alerting them to a fire burning in one part of town, a riot breaking out a few streets over, and the contamination of drinking water elsewhere. The mental task of keeping cool and distributing attention among equally urgent activities might closely resemble the core challenge of Starcraft 2.
Good crisis management is certainly the hallmark of great players.
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Interesting read, thanks for the link to the article!
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On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well)
What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed.
APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that.
Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future.
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This is really really really fucking awesome. I have been argueing for years about the cognitive significance of Starcraft. That science is slowly recognizing this as well is a heart-warming prospect. The article is very well written. Hope this can accomodate for a growth of the beautiful game in the eyes of the general non-gamer public.
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Awesome article! This is a lot of the stuff that excites me about this game.
I forwarded this to a number of friends who aren't familiar with Starcraft II, because I think this articulates what a pure and excellent competition it is.
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From the perspective of the cognitive motor system, StarCraft is the most interesting thing you could do online
Yeahhhhhh BUDDY !
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This article really validates the amount of hours I've dumped into Starcraft 2... I absolutely loved this article. It is remarkable how much one can extrapolate from a single game of SC2, and seldom do we realize how much thought we really put into the game. Really puts things in perspective
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very good read.
on a side note: didn't really know anything about skillcraft... now i do. to skillcraft, if you need replays from a complexity academy member (i play at grandmaster/high master level) send me a msg and i'll send them over.
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This was a great article and thanks to the OP for sharing it. I'M gonna cut the negative bit out of it and send it to my mom so she might for once in my life respect and understand me.
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huh. Interesting stuff. I think a lot of what separates the elite from the rest is developing such expertise in most situations they encounter that they hardly have to think before reacting. I don't think that's any transferable skill, that's just experience. For instance, in the emergency situation provided in the article, an SC2 gamer would be just as lost as any other with no experience to help with prioritization and execution of any action required. That's not to say that a progamer's abilities aren't incredible, I just don't think they're applicable much anywhere else.
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On December 02 2011 10:08 talismania wrote:Show nested quote +On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well) What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed. APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that. Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future. Anyone who has been watching Day9 for a while will remember his very newb friendly "Mental Checklist" day9 daily. I truly believe he illustrates what it means to effectively use APM and play the game in that very daily. You're constantly checking for idle production facilities, checking supply, watching the mini map, assessing scouting information, choosing when to tech/upgrade, and the list goes on. What separates the pros from your average player is their ability to effectively utilize that mental checklist. Moreover, a consequent result of utilizing an effective mental checklist is higher APM than your average player.
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Really great article, and I think its a great place to point your friends to when they ask, "Why Starcraft2? Why do people play this game and what is the point? Is it worth giving someone 50 grand for it?" Love the writing style too. Nice and simplistic without caricaturing the game too much.
Also, that picture of JP and Husky Casting made me laugh so hard. It's a classic.
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This article is utterly amazing. I can't wait to show this to some of my friends!
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Each player begins with a small base of one of three species—terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens).
lol protoss are photosynthetic aliens
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Sick article. I used SC2 in my undergraduate final psych project last year. It was only an N=1 experiment so it was silly, but I knew i was onto something with SC2!! lol.
If anyone cares, I tried to find a relationship between tempo of music listened to while playing and APM. (digitally altered the tempos of a bunch of songs and did a bunch of games at each tempo... was good ladder practice lol). I didn't get anything that was significant at p<.05, but i did get significance at p=.11 which I thought was decent for an N=1 experiment.
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Scientific American is such a badass periodical. I've had a subscription since I was 12.
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I'm definitely going to contact the SFU prof about this.
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On December 02 2011 10:55 EnderCraft wrote:Show nested quote +On December 02 2011 10:08 talismania wrote:On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well) What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed. APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that. Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future. Anyone who has been watching Day9 for a while will remember his very newb friendly "Mental Checklist" day9 daily. I truly believe he illustrates what it means to effectively use APM and play the game in that very daily. You're constantly checking for idle production facilities, checking supply, watching the mini map, assessing scouting information, choosing when to tech/upgrade, and the list goes on. What separates the pros from your average player is their ability to effectively utilize that mental checklist. Moreover, a consequent result of utilizing an effective mental checklist is higher APM than your average player.
I don't understand why I've been quoted here haha. I agree with everything you say it's all very true. I was responding to the guy who was wondering if having a brain-computer interface would eliminate the role of APM in SC2. We already have a brain-computer interface (our hands + keyboard and mouse!) that works excellently for translating the actions we wish to perform to the game. As you say, no matter what the interface, starcraft is a mental game.
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Photosynthetic Aliens, hehe
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Interesting article, would be a worthwhile topic to conduct more research. As in what kinds of multitasking are most rewarded or tracking the 'progression' of test subjects' multitasking in-game ability and how that correlates with success or stagnation.
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You know Blizzard's doing something right when you can make scientists giddy about a video game. Great article; I think this kind of stuff is great for the game.
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Reminds me of when doctors did an MRI on Flash and showed he used his brain a lot more than the average person did
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On December 02 2011 10:01 FallDownMarigold wrote: ...
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well)
I think it is an interesting idea. I think there are lots of barriers to this as an actual research project, but it is fun to think about.
I mostly agree with talismania, but I do think you could cut out some of the time it takes to actually make the muscular movements themselves, beyond the signals generated in motor cortex (which you'd certainly need). There is also a cognitive processing limit on incoming information. Experts are accessing different areas of the map more often than novices (based on preliminary analyses) so the trend for faster is better holds for screen movements as well. Nevertheless, you have to look and decide what to do (how many zealots to warp in to fend off a drop, for example), and that takes cognitive time. My instinct is that pros are probably already nearing the cognitive limits, at least in the most intense parts of the game. You'd still have something like APM, it would just be a bit faster.
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On December 02 2011 09:44 W2 wrote: The way he explained sc2 ...
Just felt I should point out that the author is a woman, Sandra Upson. On BattleNet, you'll be right 99% of the time if you assume it's a guy, but not so much in the real world.
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On December 02 2011 10:42 BroboCop wrote: on a side note: didn't really know anything about skillcraft... now i do. to skillcraft, if you need replays from a complexity academy member (i play at grandmaster/high master level) send me a msg and i'll send them over.
We're analyzing our first batch of data currently. After we have some idea what to look for we plan to collect mass replays for a longitudinal study. That will mean we'll need lots of games from individual players, as they progressed across leagues. We'll probably start collecting them early next year (Jan/Feb), so don't delete your old replays!
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we should all leave a comment in the article, that way they'll realize articles on gaming attracts readers
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On December 02 2011 10:08 talismania wrote:Show nested quote +On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well) What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed. APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that. Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future. Oh but an NMP does change that! Re: BrainGate
Consider the simple fact that signals conduct much slower down cortical projection neurons than they do via electrical/machine circuitry. APM would be near instantaneous. It would coincide with thought, thus the physical limit imposed by mashing keys would be gone. As thought commands -- represented by unique neuronal ensembles -- are recognized by the machine, their signal is synchronously transmitted into the game as a command. There is no holdup imposed by the fact that chemical/electrical signaling down a pyramidal neuron is MUCH slower!
Obviously there are no current algorithms designed to recognize and categorize inputs to SC2 games -- yes, it's complicated work. It's not impossible at all though, and to me it's so exciting.
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Is the link broken for anyone else? Or is it the site?
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On December 02 2011 13:19 Insomni7 wrote: Is the link broken for anyone else? Or is it the site? i cannot get on it either. maybe we crashed it lol
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Anyone have it in their cache and able to post the article? It's down for me =[
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On December 02 2011 11:46 Danger_Duck wrote: Photosynthetic Aliens, hehe
Protoss have no mouths so they can't eat. It would make sense if they were photosynthetic.
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Did we crash the site ?
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Down for me too.
I hope we did crash it! Sandra said that it took a bit of convincing to get them to agree to an article about video games. Lots of hits should help change their minds.
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juicyjames
United States3815 Posts
On December 02 2011 13:24 Supah wrote: Anyone have it in their cache and able to post the article? It's down for me =[ + Show Spoiler [Image of Article] + When the article is back up I do recommend visiting the actual site and maybe even commenting to show Scientific American that we want more articles like this on their site.
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1001 YEARS KESPAJAIL22272 Posts
In the SA front page, beside the Blogs heading, it says "Connection Failure" lol
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On December 02 2011 13:18 FallDownMarigold wrote:Show nested quote +On December 02 2011 10:08 talismania wrote:On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well) What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed. APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that. Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future. Oh but an NMP does change that! Re: BrainGate Consider the simple fact that signals conduct much slower down cortical projection neurons than they do via electrical/machine circuitry. APM would be near instantaneous. It would coincide with thought, thus the physical limit imposed by mashing keys would be gone. Obviously there are no current algorithms designed to recognize and categorize inputs to SC2 games -- yes, it's complicated work. It's not impossible at all though, and to me it's so exciting.
it'd be cool, but i can't see the logic behind your suggestion. yes - it removes the latency between the motor signal and the actual button press by the fingers, but this is the pathway that everyone has to go through and isn't the issue that you're trying to get at (which, if i'm understanding correctly, is the cognitive aspect of the game).
what talismania is saying is that there simply no mechanical limitation to finger speed in SC2, which i think is true. anyone can focus solely on tapping their fingers and it's likely far faster than they can play. i think it's more likely that the roadblock is higher up, somewhere between visual processing and executive control. removing the latency between the final decision to move the finger and the finger press itself will likely not provide a different result.
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On December 02 2011 13:28 juicyjames wrote:Show nested quote +On December 02 2011 13:24 Supah wrote: Anyone have it in their cache and able to post the article? It's down for me =[ + Show Spoiler [Image of Article] +When the article is back up I do recommend visiting the actual site and maybe even commenting to show Scientific American that we want more articles like this on their site.
Seconding this - definitely go and comment when its back up to encourage them.
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This is awesome, Scientific American is an awesome magazine.
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Link is down at the moment but when it's back up can we at least spotlight this on the frontpage? :D
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did the power of TL crash scientific american? lol
OP needs more content if this is to be spotlighted imo
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Link is broken for me, so that's pretty much all I can say about this thread.
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On December 02 2011 13:31 fush wrote:Show nested quote +On December 02 2011 13:18 FallDownMarigold wrote:On December 02 2011 10:08 talismania wrote:On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well) What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed. APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that. Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future. Oh but an NMP does change that! Re: BrainGate Consider the simple fact that signals conduct much slower down cortical projection neurons than they do via electrical/machine circuitry. APM would be near instantaneous. It would coincide with thought, thus the physical limit imposed by mashing keys would be gone. Obviously there are no current algorithms designed to recognize and categorize inputs to SC2 games -- yes, it's complicated work. It's not impossible at all though, and to me it's so exciting. it'd be cool, but i can't see the logic behind your suggestion. yes - it removes the latency between the motor signal and the actual button press by the fingers, but this is the pathway that everyone has to go through and isn't the issue that you're trying to get at (which, if i'm understanding correctly, is the cognitive aspect of the game). what talismania is saying is that there simply no mechanical limitation to finger speed in SC2, which i think is true. anyone can focus solely on tapping their fingers and it's likely far faster than they can play. i think it's more likely that the roadblock is higher up, somewhere between visual processing and executive control. removing the latency between the final decision to move the finger and the finger press itself will likely not provide a different result.
I think a significant reduction in latency could be achieved via NMP based on ensemble studies in humans. I think it would affect SC2 playing ability. In other words, I think a player with a perfected NMP could achieve better results due to the fact that he would issue more commands per minute.
If you retrain the way in which you issue commands, you achieve a faster rate of issuing commands based on overcoming the need to input signals to the periphery. Rather, you input directly to a computer interface, thus there is a significant reduction in latency. It might not seem like this would be significant, but in fact it could allow a player to totally re-learn how to play SC2, faster. What if a concerted thought, along with its recognized, temporally-dynamic ensemble, achieves several actions normally requiring several motor actions? You can't argue that several motor functions vs. no motor functions is not significant. Depending on how advanced the software or analysis techniques become, you could have a lot of different things being performed simultaneously. Microing separate groups of units, near-synchronously? The fact is that you could achieve this type of near synchronous control of two groups on a screen much more perfectly with no motor requirement. You are right that you can tap your fingers furiously faster than you can issue commands or play... But issuing SC2 commands is not as simple as tapping fingers together as fast as possible. Complex, coordinated movements are required between eye, fingers, and mouse-arm. It would be significant to eliminate all those movements.
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On December 02 2011 13:54 Stropheum wrote: Link is broken for me, so that's pretty much all I can say about this thread.
Go to the bottom of the 3rd page to read the article.
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On December 02 2011 13:18 FallDownMarigold wrote:Show nested quote +On December 02 2011 10:08 talismania wrote:On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well) What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed. APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that. Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future. Oh but an NMP does change that! Re: BrainGate Consider the simple fact that signals conduct much slower down cortical projection neurons than they do via electrical/machine circuitry. APM would be near instantaneous. It would coincide with thought, thus the physical limit imposed by mashing keys would be gone. As thought commands -- represented by unique neuronal ensembles -- are recognized by the machine, their signal is synchronously transmitted into the game as a command. There is no holdup imposed by the fact that chemical/electrical signaling down a pyramidal neuron is MUCH slower! Obviously there are no current algorithms designed to recognize and categorize inputs to SC2 games -- yes, it's complicated work. It's not impossible at all though, and to me it's so exciting.
That is true I suppose... but it still doesn't eliminate APM. The physical limitations are not what separate good players from bad players, or even the best player in the world from the worst player in the world. Physical limitations in terms of the musculature and the time it takes a signal to get from the brain to the finger (on the order of 100s of milliseconds) has absolutely zero effect on how starcraft works. I don't see how that imposes any kind of a skill ceiling. You're just removing a delay in the performance of the command by putting in a theoretically faster interface.
If a player were capable of issuing commands with his brain faster than his hands could move (and I think it's pretty clear that max human finger-spam capability is WAY higher than what players are using in Starcraft 1 or 2), then maybe having a supersweet BCI would make a difference. But have you ever heard a player say "Man, I really couldn't move my fingers fast enough that game. I wish I could undergo radical brain surgery to have a massive array of electrodes implanted in my cortex!"
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I read the article, on page 3 of this thread you can find it.
It was long, but pretty good. When the site comes back up I'll recommend it to family and friends
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Very cool article. Reminds me of the National Geographic documentary that followed Xellos.
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On December 02 2011 14:03 FallDownMarigold wrote:Show nested quote +On December 02 2011 13:31 fush wrote:On December 02 2011 13:18 FallDownMarigold wrote:On December 02 2011 10:08 talismania wrote:On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well) What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed. APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that. Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future. Oh but an NMP does change that! Re: BrainGate Consider the simple fact that signals conduct much slower down cortical projection neurons than they do via electrical/machine circuitry. APM would be near instantaneous. It would coincide with thought, thus the physical limit imposed by mashing keys would be gone. Obviously there are no current algorithms designed to recognize and categorize inputs to SC2 games -- yes, it's complicated work. It's not impossible at all though, and to me it's so exciting. it'd be cool, but i can't see the logic behind your suggestion. yes - it removes the latency between the motor signal and the actual button press by the fingers, but this is the pathway that everyone has to go through and isn't the issue that you're trying to get at (which, if i'm understanding correctly, is the cognitive aspect of the game). what talismania is saying is that there simply no mechanical limitation to finger speed in SC2, which i think is true. anyone can focus solely on tapping their fingers and it's likely far faster than they can play. i think it's more likely that the roadblock is higher up, somewhere between visual processing and executive control. removing the latency between the final decision to move the finger and the finger press itself will likely not provide a different result. I think a significant reduction in latency could be achieved via NMP based on ensemble studies in humans. I think it would affect SC2 playing ability. In other words, I think a player with a perfected NMP could achieve better results due to the fact that he would issue more commands per minute. If you retrain the way in which you issue commands, you achieve a faster rate of issuing commands based on overcoming the need to input signals to the periphery. Rather, you input directly to a computer interface, thus there is a significant reduction in latency. It might not seem like this would be significant, but in fact it could allow a player to totally re-learn how to play SC2, faster. What if a concerted thought, along with its recognized, temporally-dynamic ensemble, achieves several actions normally requiring several motor actions? You can't argue that several motor functions vs. no motor functions is not significant. Depending on how advanced the software or analysis techniques become, you could have a lot of different things being performed simultaneously. Microing separate groups of units, near-synchronously? The fact is that you could achieve this type of near synchronous control of two groups on a screen much more perfectly with no motor requirement. You are right that you can tap your fingers furiously faster than you can issue commands or play... But issuing SC2 commands is not as simple as tapping fingers together as fast as possible. Complex, coordinated movements are required between eye, fingers, and mouse-arm. It would be significant to eliminate all those movements.
my point originally was not NMP-trained vs. normal SC2 playing. rather, assuming there are significant differences between two groups of players with differing skills, the difference between these two groups under the normal conditions won't differ significantly from the difference between these two groups after they've been NMP trained. basically, i'm having difficulty seeing how removing a single component that has little to do with the actual information processing can affect the outcome when the argument is that the roadblock to perfect play is a mental rather than mechanical one.
there's absolutely no doubt that should the technology be perfected and optimized for sc2, that performance will improve as you said. near-simultaneous actions are possible whereas they aren't when you have to queue commands normally. my point is that the point of difference probably lies upstream of when the command to move is given, and if you take out this component entirely, barring any motor deficiencies one might have, the respective changes to performance in each skill group may not be that much different from other groups pre- and post- NMP training.
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the site wont work, could OP spoiler the contents or something?
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link doesn't work for me
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As emc and amberlight pointed out, the bottom of page 3 has a spoilered screenshot of the article.
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So strange to read about SC2 from an outsider's perspective.
It actually makes me feel a little better about myself, because it never seems so complicated in game.
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On December 02 2011 11:26 TastyMuffins wrote:Show nested quote +Each player begins with a small base of one of three species—terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens). lol protoss are photosynthetic aliens
They are.. They dont have mouths dude, they dont eat, they absorb light and feed that way, aka photosynthetic
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On December 02 2011 16:04 ELA wrote:Show nested quote +On December 02 2011 11:26 TastyMuffins wrote:Each player begins with a small base of one of three species—terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens). lol protoss are photosynthetic aliens They are.. They dont have mouths dude, they dont eat, they absorb light and feed that way, aka photosynthetic
don't they absorb water from their skin?
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The link isnt working for me =(
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On December 02 2011 16:07 Snuggles wrote: The link isnt working for me =(
same here 
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On December 02 2011 16:04 Gamegene wrote:Show nested quote +On December 02 2011 16:04 ELA wrote:On December 02 2011 11:26 TastyMuffins wrote:Each player begins with a small base of one of three species—terran (humans), zerg (insectoid creatures), or protoss (photosynthetic aliens). lol protoss are photosynthetic aliens They are.. They dont have mouths dude, they dont eat, they absorb light and feed that way, aka photosynthetic don't they absorb water from their skin?
Sorta like plants?
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I just added Starcraftian to my vocabulary. Its only right that I should.
Such an awesome and articulate read, I'm glad blizzard posted this up on my Facebook.
I love the emergency management systems paragraph, Starcraft being used in real world situations is always great in my book.
Keep up the good work and continue writing more of these articles Scientific American!
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Could they have removed the article?
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Pretty sweet article, it made me a happy panda
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geez they took it down that fast?? I didn't get to read 
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Seriously guys bottom of page 3 it's been said like 4 times.
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Of all the images they could have chosen to showcase SC2 to the masses: a Void ray attacking a hive...
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the entire blogs section (http://blogs.scientificamerican.com/) doesn't work for me so I guess it's not the article but the site. So chill and try again later (:
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The article doesn't tell anything new. Brain activity should look like the one of a musician. Pilots should have a pretty good 3d imagination as well and also have a good crisis management. I don't expect anything new from these studies about multitasking, only that games can be useful to train multitasking at a specific environment. So playing starcraft doesn't give you any better multitasking as team sports or sth else.
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Super cool article! damn shame it came out 1 week after my research paper on multi tasking though -_-
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On December 02 2011 15:10 fush wrote:Show nested quote +On December 02 2011 14:03 FallDownMarigold wrote:On December 02 2011 13:31 fush wrote:On December 02 2011 13:18 FallDownMarigold wrote:On December 02 2011 10:08 talismania wrote:On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well) What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed. APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that. Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future. Oh but an NMP does change that! Re: BrainGate Consider the simple fact that signals conduct much slower down cortical projection neurons than they do via electrical/machine circuitry. APM would be near instantaneous. It would coincide with thought, thus the physical limit imposed by mashing keys would be gone. Obviously there are no current algorithms designed to recognize and categorize inputs to SC2 games -- yes, it's complicated work. It's not impossible at all though, and to me it's so exciting. it'd be cool, but i can't see the logic behind your suggestion. yes - it removes the latency between the motor signal and the actual button press by the fingers, but this is the pathway that everyone has to go through and isn't the issue that you're trying to get at (which, if i'm understanding correctly, is the cognitive aspect of the game). what talismania is saying is that there simply no mechanical limitation to finger speed in SC2, which i think is true. anyone can focus solely on tapping their fingers and it's likely far faster than they can play. i think it's more likely that the roadblock is higher up, somewhere between visual processing and executive control. removing the latency between the final decision to move the finger and the finger press itself will likely not provide a different result. I think a significant reduction in latency could be achieved via NMP based on ensemble studies in humans. I think it would affect SC2 playing ability. In other words, I think a player with a perfected NMP could achieve better results due to the fact that he would issue more commands per minute. If you retrain the way in which you issue commands, you achieve a faster rate of issuing commands based on overcoming the need to input signals to the periphery. Rather, you input directly to a computer interface, thus there is a significant reduction in latency. It might not seem like this would be significant, but in fact it could allow a player to totally re-learn how to play SC2, faster. What if a concerted thought, along with its recognized, temporally-dynamic ensemble, achieves several actions normally requiring several motor actions? You can't argue that several motor functions vs. no motor functions is not significant. Depending on how advanced the software or analysis techniques become, you could have a lot of different things being performed simultaneously. Microing separate groups of units, near-synchronously? The fact is that you could achieve this type of near synchronous control of two groups on a screen much more perfectly with no motor requirement. You are right that you can tap your fingers furiously faster than you can issue commands or play... But issuing SC2 commands is not as simple as tapping fingers together as fast as possible. Complex, coordinated movements are required between eye, fingers, and mouse-arm. It would be significant to eliminate all those movements. my point originally was not NMP-trained vs. normal SC2 playing. rather, assuming there are significant differences between two groups of players with differing skills, the difference between these two groups under the normal conditions won't differ significantly from the difference between these two groups after they've been NMP trained. basically, i'm having difficulty seeing how removing a single component that has little to do with the actual information processing can affect the outcome when the argument is that the roadblock to perfect play is a mental rather than mechanical one. there's absolutely no doubt that should the technology be perfected and optimized for sc2, that performance will improve as you said. near-simultaneous actions are possible whereas they aren't when you have to queue commands normally. my point is that the point of difference probably lies upstream of when the command to move is given, and if you take out this component entirely, barring any motor deficiencies one might have, the respective changes to performance in each skill group may not be that much different from other groups pre- and post- NMP training.
I see what you are saying. I also appreciate you being clear on what I am unclear about: Here's a better way to present basic idea without letting the details confuse things:
Although the motor component of SC2 -- the requirement of inputting commands into the game -- does not constitute all of the difficulty involved in playing SC2, there is no doubt that it does play an important role in performance given the fact that there is a relatively huge time delay between instantaneously issuing multiple commands vs. quickly issuing single commands.
The article reinforces this concept and makes a point of highlighting the fact that there is a fine motor requirement in SC2. Someone with awful motor capacity will never compete with someone able to finely control and issue hundreds of finger commands based on suspected, highly plastic corticospinal neuronal plasticity. I agree with you and Talismania that obviously there is higher-order, pre-frontal processing that occurs, and this processing must happen very quickly and efficiently in order to be "the best" SC2 player. I agree that in order to REALLY be the absolute best at the game, one would have to perfect the processing that occurs on the higher-order level of thought. However, that is only relevant to the "strategy" component of RTS. The issue I'm addressing is relevant to the "real-time" component of SC2. In other words, NMP technology will not improve a chess player, given that chess has no "real-time" component like SC2 -- there is no "motor requirement" in chess. In SC2, however, the "real-time" component is tackled by endowing players with the ability to immediately enact commands at much higher rates than normal rate. Consequently, their play is only fettered by the higher order cognition to which you refer.
So in a nutshell: If this tech is pursued the way I see it, you'd have a "real-time" strategy game game whereby the "real-time" component is actually closer to real-time in that every command you desire is realized immediately, rather than lagging by the process of you issuing single, rapid commands towards achieving a larger action or immediate goal. With regard to your second emboldened point, I argue that due to this lightening of burden, there is an increase in focus that can be given to the higher-order, strategical planning center. As a result, players can execute better, more fluid play. I agree that these changes would be consistent with each group, but my goal is not to pit NMP-assisted players vs. normal players. The goal is to analyze NMP-assisted players in comparison to themselves. One could analyze 1,000 games from Mvp using an NMP and see if his overall gameplay is significantly effected. I would be extremely surprised if it wasn't altered vastly due to all the reasons above, thus I'm really interested in this idea.
On December 02 2011 12:08 CrushDog5 wrote: There is also a cognitive processing limit on incoming information. Experts are accessing different areas of the map more often than novices (based on preliminary analyses) so the trend for faster is better holds for screen movements as well. Nevertheless, you have to look and decide what to do (how many zealots to warp in to fend off a drop, for example), and that takes cognitive time. My instinct is that pros are probably already nearing the cognitive limits, at least in the most intense parts of the game. You'd still have something like APM, it would just be a bit faster.
Thanks for the reply.
Cortical plasticity has been demonstrated in humans and other animals in response to altered behavior. If you had a drop off in one requirement of the game -- the motor requirement -- do you agree that it would be possible for one to become better at the other aspects of the game (intake and processing ability)? The cortical topography corresponding to higher-order processing could be expanded in response to a loss of the specificity required to implement such motor functions playing SC2. Therefore I think an NMP's effect on playing SC2 transcends mere mechanical advantage. Instead, I think the mechanical advantage conferred by an NMP will then further enable a player to drastically improve on the "cognitive", abstract processing involved in make choices in the game, given that the player is free to devote all playing capacity to that one area. I do believe this area could be pushed to a greater limit with less neuronal circuitry devoted to the motor component of the game.
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What a great article.
I enjoyed it for several reasons, mainly though because I felt it in some ways justifies why I've been playing SC2 so obsessively since it's release, and legitimises my pursuit of trying to improve at it.
The other thing I really liked was the layman's explanation of SC2. I've really been looking for something like that so I can give my girlfriend a bit more of an idea about the game, and some insight into what it is I get out of it. I sent the link off to her, so hopefully she reads it 
It's so great to see the so many different ways SC2 is growing, and I guess becoming more mainstream. But that just means more and more people joining our community and we all benefit from that.
Thanks for posting the article.
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Awesome article. I'm going to link the paper on BW a bit later. It's things like this that help starcraft much more than tv coverage. Having people legitimize starcraft (and esports in general) as developing real skills is one of the best things we can do. I hope this continues!
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With so many moving parts, even a top-level player can succumb to paralysis.
Reminds me of Spectral
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My favorite thing about the article was the link to this classic thread. There's no way you just find that - and realize how hilarious and interesting it would be to SciAm's audience - by googling "Protoss." The author must be a TL member in disguise, or at least have consulted closely with one.
Also, I just wanted to comment on the discussion going on about playing Starcraft through neural-electrical interfaces. I think that the biggest difference between doing that and playing like normal would be the game interface - as proposed, you would eliminate the time that the mouse spends moving across the screen. For marine split micro against banelings, for example, the key is making the best use of limited time while the banelings move in. If you could instantly select different groups of units and split them without wiggling your nose back and forth, the skills involved would be different. It would be a really interesting exercise technologically, and probably also for attention studies, but it would be different from Starcraft IMO.
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Good article thanks for the link.
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By Sandra Upson -this part blew my mind
pretty nice article to read, pretty easy and understandable for those who aren't into sc2
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Awesome article the stuff about transferability and stuff was awesome. I think it could be used as a training tool for people to learn better multitasking.
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Really interesting article, haven't read an article this well done in a while. I have been very interested in learning more about the scientific aspect behind video games in general and this was intriguing for sure. I had not heard of the SkillCraft project before but i will be sure to check it out, Cheers to HellGreen for the background information ...
If anyone has any other material like this I'd love a PM, cheers in advance.
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I might be thinking of writing my master thesis about SC2 now
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This is a great article. Millions of kudos to everyone involved in the making of this.
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Awesome! Losira like a boss! Why would they use Dongraegu, though? The guy is good, but Losira's hands are cooler ;D Or... MMA's? Boxer's hands FTW!
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WTB funny making science pictures to use when posting this on facebook. XD
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On December 02 2011 22:22 FallDownMarigold wrote:Show nested quote +On December 02 2011 15:10 fush wrote:On December 02 2011 14:03 FallDownMarigold wrote:On December 02 2011 13:31 fush wrote:On December 02 2011 13:18 FallDownMarigold wrote:On December 02 2011 10:08 talismania wrote:On December 02 2011 10:01 FallDownMarigold wrote: Very interesting read, thank you for the heads up about the article. The fact that you are a researcher who likes SC2 tempts me to ask you something, so I'd love to see you thoughts
I'm wondering, what do you think about the idea of removing the motor requirement for SC2? In other words, what do you think about direct control over SC2 units via neuromotor prostheses (NMP)? The reason I'm asking is because one of the important things the article highlights is the motor aspect of SC2's difficulty. It's not like chess, where motor skills aren't really that relevant. Sure, you need basic motor connectivity to play chess, but I would argue that you don't need the refined, pruned, and much more specified corticospinal motor neuronal plasticity that you do need at high level SC2.
So, on to my rationale: It has been demonstrated in mouse, macaque, and human that neuronal ensembles (activation patterns of many neurons firing in concert to some end) unique to specific, intentional motor commands exist at the primary cortex (M1) even when corresponding limbs are no longer present or innervated. Recently, researchers have developed novel strategies combining brain-computer interface technology with algorithms to recognize and record unique, intentional neuronal ensembles at M1 corresponding to unique, intentional movements. Test patients have had electrodes implanted at M1 capable of recording and analyzing cortical motor activity. Using advances in brain-machine interface, NMPs have been developed whereby patients fitted with M1 electrodes can transfer intentional thoughts directly to a machine in order to achieve movement. For example, a patient can move a cursor around a screen based on neuronal firing patterns at the patient's M1 cortical region. First researchers determine which patterns correspond to which commands. Researchers then input these instructions, and then the NMP can match neuronal patterns to "learned" commands, thereby enabling direct neuronal control over machine-assisted movement. Therefore, it would be reasonable to apply this concept of NMP-assisted control of movement to SC2. Specifically, it would be reasonable to develop an NMP that can record neuronal patterns unique to commands in SC2, such as "stutter step marines", or "move units X distance". In theory, any number of complex commands could be matched by statistical analysis to a unique neuronal firing pattern. These patterns could be read by the NMP directly off the player's brain, enabling the player to issue commands to SC2 unfettered by motor-requirements.
So do you think it would be interesting to study SC2 if APM was no issue? It might be a novel way to examine players executing strategy at the highest possible level where literally, there are no mechanical barriers. So long as the player knows what must be done, the player can think, and the task will be executed (provided the NMP is made very well) What makes you think APM is no longer an issue? BCIs are usually placed on the motor cortex, and are thought to primarily decode the urge to execute a command. Therefore a command still has to be executed. APM is not dependent on finger speed - everyone can move their fingers fast enough. APM depends on the brain telling the fingers when to move, and adding a BCI does not change that. Furthermore I've yet to see a BCI that has good enough spatial acuity for resolving individual finger movements at the speeds required. Maybe in the future. Oh but an NMP does change that! Re: BrainGate Consider the simple fact that signals conduct much slower down cortical projection neurons than they do via electrical/machine circuitry. APM would be near instantaneous. It would coincide with thought, thus the physical limit imposed by mashing keys would be gone. Obviously there are no current algorithms designed to recognize and categorize inputs to SC2 games -- yes, it's complicated work. It's not impossible at all though, and to me it's so exciting. it'd be cool, but i can't see the logic behind your suggestion. yes - it removes the latency between the motor signal and the actual button press by the fingers, but this is the pathway that everyone has to go through and isn't the issue that you're trying to get at (which, if i'm understanding correctly, is the cognitive aspect of the game). what talismania is saying is that there simply no mechanical limitation to finger speed in SC2, which i think is true. anyone can focus solely on tapping their fingers and it's likely far faster than they can play. i think it's more likely that the roadblock is higher up, somewhere between visual processing and executive control. removing the latency between the final decision to move the finger and the finger press itself will likely not provide a different result. I think a significant reduction in latency could be achieved via NMP based on ensemble studies in humans. I think it would affect SC2 playing ability. In other words, I think a player with a perfected NMP could achieve better results due to the fact that he would issue more commands per minute. If you retrain the way in which you issue commands, you achieve a faster rate of issuing commands based on overcoming the need to input signals to the periphery. Rather, you input directly to a computer interface, thus there is a significant reduction in latency. It might not seem like this would be significant, but in fact it could allow a player to totally re-learn how to play SC2, faster. What if a concerted thought, along with its recognized, temporally-dynamic ensemble, achieves several actions normally requiring several motor actions? You can't argue that several motor functions vs. no motor functions is not significant. Depending on how advanced the software or analysis techniques become, you could have a lot of different things being performed simultaneously. Microing separate groups of units, near-synchronously? The fact is that you could achieve this type of near synchronous control of two groups on a screen much more perfectly with no motor requirement. You are right that you can tap your fingers furiously faster than you can issue commands or play... But issuing SC2 commands is not as simple as tapping fingers together as fast as possible. Complex, coordinated movements are required between eye, fingers, and mouse-arm. It would be significant to eliminate all those movements. my point originally was not NMP-trained vs. normal SC2 playing. rather, assuming there are significant differences between two groups of players with differing skills, the difference between these two groups under the normal conditions won't differ significantly from the difference between these two groups after they've been NMP trained. basically, i'm having difficulty seeing how removing a single component that has little to do with the actual information processing can affect the outcome when the argument is that the roadblock to perfect play is a mental rather than mechanical one. there's absolutely no doubt that should the technology be perfected and optimized for sc2, that performance will improve as you said. near-simultaneous actions are possible whereas they aren't when you have to queue commands normally. my point is that the point of difference probably lies upstream of when the command to move is given, and if you take out this component entirely, barring any motor deficiencies one might have, the respective changes to performance in each skill group may not be that much different from other groups pre- and post- NMP training. I see what you are saying. I also appreciate you being clear on what I am unclear about: Here's a better way to present basic idea without letting the details confuse things: Although the motor component of SC2 -- the requirement of inputting commands into the game -- does not constitute all of the difficulty involved in playing SC2, there is no doubt that it does play an important role in performance given the fact that there is a relatively huge time delay between instantaneously issuing multiple commands vs. quickly issuing single commands. The article reinforces this concept and makes a point of highlighting the fact that there is a fine motor requirement in SC2. Someone with awful motor capacity will never compete with someone able to finely control and issue hundreds of finger commands based on suspected, highly plastic corticospinal neuronal plasticity. I agree with you and Talismania that obviously there is higher-order, pre-frontal processing that occurs, and this processing must happen very quickly and efficiently in order to be "the best" SC2 player. I agree that in order to REALLY be the absolute best at the game, one would have to perfect the processing that occurs on the higher-order level of thought. However, that is only relevant to the "strategy" component of RTS. The issue I'm addressing is relevant to the "real-time" component of SC2. In other words, NMP technology will not improve a chess player, given that chess has no "real-time" component like SC2 -- there is no "motor requirement" in chess. In SC2, however, the "real-time" component is tackled by endowing players with the ability to immediately enact commands at much higher rates than normal rate. Consequently, their play is only fettered by the higher order cognition to which you refer. So in a nutshell: If this tech is pursued the way I see it, you'd have a "real-time" strategy game game whereby the "real-time" component is actually closer to real-time in that every command you desire is realized immediately, rather than lagging by the process of you issuing single, rapid commands towards achieving a larger action or immediate goal. With regard to your second emboldened point, I argue that due to this lightening of burden, there is an increase in focus that can be given to the higher-order, strategical planning center. As a result, players can execute better, more fluid play. I agree that these changes would be consistent with each group, but my goal is not to pit NMP-assisted players vs. normal players. The goal is to analyze NMP-assisted players in comparison to themselves. One could analyze 1,000 games from Mvp using an NMP and see if his overall gameplay is significantly effected. I would be extremely surprised if it wasn't altered vastly due to all the reasons above, thus I'm really interested in this idea. Show nested quote +On December 02 2011 12:08 CrushDog5 wrote: There is also a cognitive processing limit on incoming information. Experts are accessing different areas of the map more often than novices (based on preliminary analyses) so the trend for faster is better holds for screen movements as well. Nevertheless, you have to look and decide what to do (how many zealots to warp in to fend off a drop, for example), and that takes cognitive time. My instinct is that pros are probably already nearing the cognitive limits, at least in the most intense parts of the game. You'd still have something like APM, it would just be a bit faster.
Thanks for the reply. Cortical plasticity has been demonstrated in humans and other animals in response to altered behavior. If you had a drop off in one requirement of the game -- the motor requirement -- do you agree that it would be possible for one to become better at the other aspects of the game (intake and processing ability)? The cortical topography corresponding to higher-order processing could be expanded in response to a loss of the specificity required to implement such motor functions playing SC2. Therefore I think an NMP's effect on playing SC2 transcends mere mechanical advantage. Instead, I think the mechanical advantage conferred by an NMP will then further enable a player to drastically improve on the "cognitive", abstract processing involved in make choices in the game, given that the player is free to devote all playing capacity to that one area. I do believe this area could be pushed to a greater limit with less neuronal circuitry devoted to the motor component of the game.
You need to explain how this proposed neuromotor prosthesis would work. I'm a neuroscience PhD student at UCSD, and while I don't work on brain-computer interfaces, I know other grad students that do and am familiar with the current technology in use. Here's why this is important:
If you're using a skull cap of electrodes, the signal is too noisy and spatially-smeared to do fine motor control at least with present technology. Note that this is the only way currently to achieve something like what you're suggesting to study without having the subjects undergo brain surgery (which, by the way, no institutional review board would ever let you do brain surgery on healthy subjects). If you do use brain surgery, you can open up the skull and put a grid of electrodes on the surface of the brain. These can be very tightly spaced, allowing for both high spatial and temporal precision EEG recordings that could more easily be translated into. Great!
Problem is - where do you place your grids? Ok, put them where the motor commands are issued. So now you have to put them on the primary motor cortex, over the subregions responsible for the right and left hands and fingers. Maybe even arm areas as well. That's probably several large grids, blah blah blah, point is now you're in business.
So does the game of starcraft become easier? I don't think so.
It's not like you're going to be sitting there going "Select that marine" in your head, and the marine gets selected. Not if you're putting the grids in motor cortex - no you'll actually have to imagine making the hand and arm motions necessary to select the marine. You'd be executing the same commands anyway in order for a BCI to detect that the command was given!
So it's either
A) Use your brain to generate a command and issue it using the existing brain-computer interface: your hands
or
B) Undergo brain surgery so that you can generate the same commands and issue them with about 100 ms less delay.
You're not going to be issuing more commands, and issuing the commands isn't any easier, since you're using the same equipment (the primary motor cortex) to do it.
If you want to explore ways to improve the interface between the brain and the game, maybe think about using eyetrackers. I can imagine selecting units would be much faster if you could make unit selection a combination of deriving 'where' information from the eye tracker and 'when' information from a button press. Eliminates the need to move the mouse, since moving your eyes is much faster and more precise. Of course it would be cheating, but hey...
EDIT:
One more thing: the delay between brain command and muscle action is somewhere around 100-200 ms. That means any BCI you build has to be able to, on the fly, decode the brain signals faster than 100-200ms in order for it to be worthwhile. This is NOT an insignificant feat.
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Great read! This is was we need more of. This will legitimize competitive gaming in its own right, without need to call it a sport! I like!
The article touches on a few 'skills' that are some of my stronger 'attributes'. I've been gaming most of my life and i'm 'old' compared to most people here... I feel there is merit to there hypothesis'. It would explain a lot about me!
On December 02 2011 18:07 Derity wrote: The article doesn't tell anything new. Brain activity should look like the one of a musician. Pilots should have a pretty good 3d imagination as well and also have a good crisis management. I don't expect anything new from these studies about multitasking, only that games can be useful to train multitasking at a specific environment. So playing starcraft doesn't give you any better multitasking as team sports or sth else. Well the new thing is that with StarCraft they can do more research on stuff like multitasking, because everything is logged and it's a lot easier to gather than surveying pilots. This statistical analyses compliments existing research. I'm somewhat involved in a serious gaming project... the more research is available on the benefits of gaming, the more accepted gaming will be as a training tool. Which, as a gamer, i think is awesome.
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Great article. I liked it so much that I bookmarked it ^^
On December 02 2011 09:44 Zzoram wrote: Basically they found APM and multitasking were the most strongly associated with winning. This suggests that mechanics are still the most important thing for a player in SC2. At the very least anyone new to Starcraft will likely acknowledge insane mechanics before deep strategy and mind-games since they will not be able to grasp all the brilliance that is actually happening.
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Edited the OP with news about a short version in the News section of the February print edition.
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Jenny Bates comments on that article are such BS =_=. At the highest levels of play there are very very legitimate examples of multitasking. Not mindless spamming, god we finished that argument a while ago.
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On December 09 2011 03:59 Snuggles wrote: Jenny Bates comments on that article are such BS =_=. At the highest levels of play there are very very legitimate examples of multitasking. Not mindless spamming, god we finished that argument a while ago. totally sounds like one of those "hey, i could beat all the pro's if i just practiced as much as them!"
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yeah the Jenny Bates commentor is pretty misinformed and making pretty sweeping generalizations, trademarks of a troll. I also love how she tries to justify her "RTS" experience, by listing mostly FPS and TBS games. gg
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Good Read, really well thought out and much much much better than alot of the articles about gaming that have been published recently. Have to laugh at that Jennybates though, he comments are so ignorant its funny
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