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BoxeR: "AlphaGo won't beat humans in StarCraft" - Page 10

Forum Index > SC2 General
568 CommentsPost a Reply
Prev 1 8 9 10 11 12 29 Next All
loppy2345
Profile Joined August 2015
39 Posts
March 13 2016 12:11 GMT
#181
The real question is would an AI controlling itself be able to beat an micro-bot controlled by a human. (where the human comes up with the game strategies). If a micro-bot can be used by an AI, it should be available to humans (a micro-bot is a tool for controlling units, similar to keyboard and mouse).
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2016-03-13 12:21:50
March 13 2016 12:21 GMT
#182
I have no clue how you would ever beat an AI with highly developed micro capabilities. Sure, actually making this work in a normal game is much harder than programming the Automaton, but I believe that such an AI would be absolutly unbeatable.
There are tools in SC1 and SC2 that players can only dream to abuse mechanically and information that players know about but which we are simply not capable of processing fast enough, which would be easily handled by an advanced AI.

Maybe SC1 offers less of them - I don't know as many specifics about the engine of that game - in SC2 however just certain rushes with bot-control would be probably unbeatable/only beatable by mirroring them in certain matchups.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2016-03-13 12:38:36
March 13 2016 12:29 GMT
#183
The real challenge i not to win.
Its about being able to outplay the human strategically. Not with a good micro system, perfect macro, multitask and attention. Sure the AI could be good at those things and its an achievement in itself.
But they will make no point if it looks like a dumb bot winning with "speed".
The limited APM idea might be a good way to go. This way the AI must pick good decisions and distribute attention, instead of doing evrything at the same time like a super archon.

I don't know how much thought they put on this project for now. But winning at an RTS using no strategy and exploiting the real time part won't display how awesome the AI is.

the AI should be limited by hotkeys and control groups, screen vision (not tracking all information outside the fog of war, except for what is provided by the minimap), clicking stuff... at the very least.

edited
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
trulojucreathrma.com
Profile Blog Joined December 2015
United States327 Posts
March 13 2016 12:33 GMT
#184
Are Flash and Boxer stupid? What arrogance to claim your game can't be player better by AI than by humans. What do they know about AI? They didn't even go to school.

Just a while ago, when as a chess player you talked about AI with a go player, they were glad to point out that in go, amateur humans wreck the best computers. Go was this elegant game that computers couldn't phantom and wouldn't for a long long time.

Also, AlphaGo plays go and only go. And the DeepMind project doesn't have Starcraft as a target yet. I can beat AlphaGo at tic tac toe, which is trivially solvable.


Also, RTS games can be set up in a modular fashion. You can define problems, like build order and micro, and solve them independently of each other. This makes it much easier.
Also, RTS games are convergent, not divergent. Even in chess the endgame was solved. You could just use a table and the outcome was forced.
In go you get more possiblities, not less, like in chess or RTS.
In the strategic sense, every ending has a certain theme.
Poopi
Profile Blog Joined November 2010
France12906 Posts
March 13 2016 12:36 GMT
#185
On March 13 2016 21:33 trulojucreathrma.com wrote:
Are Flash and Boxer stupid? What arrogance to claim your game can't be player better by AI than by humans. What do they know about AI? They didn't even go to school.

Just a while ago, when as a chess player you talked about AI with a go player, they were glad to point out that in go, amateur humans wreck the best computers. Go was this elegant game that computers couldn't phantom and wouldn't for a long long time.

Also, AlphaGo plays go and only go. And the DeepMind project doesn't have Starcraft as a target yet. I can beat AlphaGo at tic tac toe, which is trivially solvable.


Also, RTS games can be set up in a modular fashion. You can define problems, like build order and micro, and solve them independently of each other. This makes it much easier.
Also, RTS games are convergent, not divergent. Even in chess the endgame was solved. You could just use a table and the outcome was forced.
In go you get more possiblities, not less, like in chess or RTS.
In the strategic sense, every ending has a certain theme.

They are not stupid, it's for PR, plus since you can't have a fair match anyways (because humans are limited by their mechanical abilities) before the real AI issues are solved, a match most likely will never happen.
WriterMaru
Deleted User 26513
Profile Joined February 2007
2376 Posts
Last Edited: 2016-03-13 12:40:23
March 13 2016 12:39 GMT
#186
On March 13 2016 21:33 trulojucreathrma.com wrote:
Are Flash and Boxer stupid? What arrogance to claim your game can't be player better by AI than by humans. What do they know about AI? They didn't even go to school.

Just a while ago, when as a chess player you talked about AI with a go player, they were glad to point out that in go, amateur humans wreck the best computers. Go was this elegant game that computers couldn't phantom and wouldn't for a long long time.

Also, AlphaGo plays go and only go. And the DeepMind project doesn't have Starcraft as a target yet. I can beat AlphaGo at tic tac toe, which is trivially solvable.


Also, RTS games can be set up in a modular fashion. You can define problems, like build order and micro, and solve them independently of each other. This makes it much easier.
Also, RTS games are convergent, not divergent. Even in chess the endgame was solved. You could just use a table and the outcome was forced.
In go you get more possiblities, not less, like in chess or RTS.
In the strategic sense, every ending has a certain theme.

I think they are saying this, not because they think that it's true, but because "the community" expects them to say this.

In reality the human doesn't stand a chance against a well made AI.
Superbanana
Profile Joined May 2014
2369 Posts
March 13 2016 12:41 GMT
#187
Right!?
The fans don't want to hear something like "meh... its going to be a super AI, no way to win ggwp" from Boxer.
I don't think he believes the AI will never win, its a statement that he will do his best when the time comes and also a "come at me bro".
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
Big J
Profile Joined March 2011
Austria16289 Posts
March 13 2016 12:49 GMT
#188
On March 13 2016 21:29 Superbanana wrote:
The real challenge i not to win.
Its about being able to outplay the human strategically. Not with a good micro system, perfect macro, multitask and attention. Sure the AI could be good at those things and its an achievement in itself.
But they will make no point if it looks like a dumb bot winning with "speed".
The limited APM idea might be a good way to go. This way the AI must pick good decisions and distribute attention, instead of doing evrything at the same time like a super archon.

I don't know how much thought they put on this project for now. But winning at an RTS using no strategy and exploiting the real time part won't display how awesome the AI is.

the AI should be limited by hotkeys and control groups, screen vision (not tracking all information outside the fog of war, except for what is provided by the minimap), clicking stuff... at the very least.

edited


Yeah, I think limited APM and similar restrictions - like limited click precision, actual cursor movement across the screen - should be invoked, or it is going to be a very uninteresting stomp.

The big problem with this however is that there are no such restrictions for humans and thus any player will always seek to exectue as well as he/she can. I think you would have make the AI behave at similar speed/precision to a human, which in itself makes the challenge a bit nonsensical.
trulojucreathrma.com
Profile Blog Joined December 2015
United States327 Posts
March 13 2016 12:58 GMT
#189
If AI wins at RTS against a human, obviously it has to get the game in the realms where AI outperforms humans and get the advantage there.


Not even AI can outperform humans at being human. You can never make a computer that is more human than a human is.
redviper
Profile Joined May 2010
Pakistan2333 Posts
March 13 2016 13:09 GMT
#190
On March 13 2016 02:38 Axieoqu wrote:
I would assume Starcraft would be even easier for the AI because mechanics are so important. Just consider how well the simple blink/micro bots work.


In a real matchup we would have an AI that moves a mouse and presses keys. Its not hard to build and it will be very fast, but not infinitely faster than humans. It will also need a way to analyse the data from the screen so will need a capture mechanism.

Bots like Automaton are different since they inject commands without physical constraints and (I guess) interpret game data as already processed structure.

Also teaching DeepMind to play SC2 (or Broodwar which is even worse!) will be very difficult. A real learning challenge. Unlike Go and Chess, the areas where it must excel are greater (moving mouse, tapping keys), the breadth of options is greater (strategic choices, tactical choices, reactive choices) and there is an inherent lack of full knowledge. RTS would be interesting for deepmind like systems because it needs to work with partial, incomplete and stale knowledge. It may have to deal with feints and misdirections also (like nexus cancel).

Boxer may be right for the present. But this kind of learning would be useful for AI, and the ceiling for AI is much higher than humans.
redviper
Profile Joined May 2010
Pakistan2333 Posts
March 13 2016 13:13 GMT
#191
On March 13 2016 21:58 trulojucreathrma.com wrote:
If AI wins at RTS against a human, obviously it has to get the game in the realms where AI outperforms humans and get the advantage there.


Not even AI can outperform humans at being human. You can never make a computer that is more human than a human is.


There is nothing really special about human. We could potentially (in 50 years or so) simulate a whole human brain, the nerve connections, the chemical impulses and the external inputs. About 5 or 6 years ago at SC (supercomputing conference, not starcraft) IBM showed a first simulation of a rat brain. In 50 years you could simulate a whole person.

But AI doesn't have to simulate every facet of human to be more human than human (whatever that means). It can learn to have reactions that are indistinguishable from humans (hence the turing test). As I said previously, there is no ceiling on how smart an AI can be, there is for people (the size of the brain and the energy/heat requirements).
shadymmj
Profile Joined June 2010
1906 Posts
March 13 2016 13:21 GMT
#192
i agree that with a 400 apm limit it would be next to impossible for bots to beat humans in the near future
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
DinosaurPoop
Profile Blog Joined April 2013
687 Posts
March 13 2016 13:41 GMT
#193
On March 13 2016 05:34 Clbull wrote:
Bots have already surpassed humans in StarCraft. If you ever saw any of the AI competitons held at the University of California, you'd see bots with superior APM that are able to pull off absurd strategies.


https://webdocs.cs.ualberta.ca/~cdavid/starcraftaicomp/report2015.shtml#mvm
When cats speak, mice listen.
NonY
Profile Blog Joined June 2007
8751 Posts
March 13 2016 14:11 GMT
#194
I don't get everyone who is assuming that the AI is allowed to cheat. The hardware rules are pretty clear for SC. Anything that is supposed to require one button press in the game must take one button press in the real world. Any "macro" that turns a combo of presses into one press is banned. And certainly any system that completely bypasses having to press anything is not going to be allowed. It also cannot gather any info except by looking at a monitor and listening to headphones. Any other method is clearly a hack. These are basic things for anyone who is played competitive SC to understand.

Even if this is a challenge of pure strategy for the AI, it must do it with these hardware limitations to get exposed to all of the elements of strategy of an SC player. A huge part of the strategy of SC is having to adjust it for the level of execution that you can expect to have. Not only that, but figuring out which actions are currently the highest priority is a huge challenge as well. If all actions can be done so quickly as to almost be simultaneous, this whole aspect of strategy can be ignored.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
nepeta
Profile Blog Joined May 2008
1872 Posts
March 13 2016 14:14 GMT
#195
On March 13 2016 22:41 DinosaurPoop wrote:
Show nested quote +
On March 13 2016 05:34 Clbull wrote:
Bots have already surpassed humans in StarCraft. If you ever saw any of the AI competitons held at the University of California, you'd see bots with superior APM that are able to pull off absurd strategies.


https://webdocs.cs.ualberta.ca/~cdavid/starcraftaicomp/report2015.shtml#mvm


To be fair, those bots are developed and trained to beat other bots, the most successful ones abuse general or specific flaws of bots, instead of emulating a human game. Deepmind does the oposite, it is trained vs humans.
Broodwar AI :) http://sscaitournament.com http://www.starcraftai.com/wiki/Main_Page
nepeta
Profile Blog Joined May 2008
1872 Posts
March 13 2016 14:16 GMT
#196
On March 13 2016 23:11 NonY wrote:
I don't get everyone who is assuming that the AI is allowed to cheat. The hardware rules are pretty clear for SC. Anything that is supposed to require one button press in the game must take one button press in the real world. Any "macro" that turns a combo of presses into one press is banned. And certainly any system that completely bypasses having to press anything is not going to be allowed. It also cannot gather any info except by looking at a monitor and listening to headphones. Any other method is clearly a hack. These are basic things for anyone who is played competitive SC to understand.

Even if this is a challenge of pure strategy for the AI, it must do it with these hardware limitations to get exposed to all of the elements of strategy of an SC player. A huge part of the strategy of SC is having to adjust it for the level of execution that you can expect to have. Not only that, but figuring out which actions are currently the highest priority is a huge challenge as well. If all actions can be done so quickly as to almost be simultaneous, this whole aspect of strategy can be ignored.


Some of the best AIs for broodwar can do 45k apm easy, and still be beaten by a d player. The whole question of strategy, ie decision making, has got very little to do with that. A d player with 1000 apm would still be a bad player compared to jd on 200.
Broodwar AI :) http://sscaitournament.com http://www.starcraftai.com/wiki/Main_Page
thezanursic
Profile Blog Joined July 2011
5497 Posts
March 13 2016 14:23 GMT
#197
"Even if countless data is inputted and studied by the AI so it has some degree of instinct, it won't reach pro level."

Well that's not true, eventually the AI would be good enough.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
NonY
Profile Blog Joined June 2007
8751 Posts
March 13 2016 14:35 GMT
#198
On March 13 2016 23:16 nepeta wrote:
Show nested quote +
On March 13 2016 23:11 NonY wrote:
I don't get everyone who is assuming that the AI is allowed to cheat. The hardware rules are pretty clear for SC. Anything that is supposed to require one button press in the game must take one button press in the real world. Any "macro" that turns a combo of presses into one press is banned. And certainly any system that completely bypasses having to press anything is not going to be allowed. It also cannot gather any info except by looking at a monitor and listening to headphones. Any other method is clearly a hack. These are basic things for anyone who is played competitive SC to understand.

Even if this is a challenge of pure strategy for the AI, it must do it with these hardware limitations to get exposed to all of the elements of strategy of an SC player. A huge part of the strategy of SC is having to adjust it for the level of execution that you can expect to have. Not only that, but figuring out which actions are currently the highest priority is a huge challenge as well. If all actions can be done so quickly as to almost be simultaneous, this whole aspect of strategy can be ignored.


Some of the best AIs for broodwar can do 45k apm easy, and still be beaten by a d player. The whole question of strategy, ie decision making, has got very little to do with that. A d player with 1000 apm would still be a bad player compared to jd on 200.

I happen to have some experience playing BW so I'm familiar with this truth. I'm not sure what it has to do with my post though.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Korakys
Profile Blog Joined November 2014
New Zealand272 Posts
March 13 2016 14:44 GMT
#199
Lets list some ground rules:
*An external robot interfaces mechanically with a separate computer that is running the game (it can bring its own mouse and keyboard though).
*Robot has built in signal delays if required (I think humans peak reaction speed is about 80ms).
*Robot is APM limited to a comparable human level (estimate 300APM over a whole game).
*Best of 9 against the best human player of a recent tournament where the robot can't be specialised for that match-up.

I still think that the AI would still win, but that it could take it years of training to do so. One thing to keep in mind though is that the pace of AI development is not linear - it's going to sneak up on us.
Swing away sOs, swing away.
nepeta
Profile Blog Joined May 2008
1872 Posts
March 13 2016 14:46 GMT
#200
On March 13 2016 23:35 NonY wrote:
Show nested quote +
On March 13 2016 23:16 nepeta wrote:
On March 13 2016 23:11 NonY wrote:
I don't get everyone who is assuming that the AI is allowed to cheat. The hardware rules are pretty clear for SC. Anything that is supposed to require one button press in the game must take one button press in the real world. Any "macro" that turns a combo of presses into one press is banned. And certainly any system that completely bypasses having to press anything is not going to be allowed. It also cannot gather any info except by looking at a monitor and listening to headphones. Any other method is clearly a hack. These are basic things for anyone who is played competitive SC to understand.

Even if this is a challenge of pure strategy for the AI, it must do it with these hardware limitations to get exposed to all of the elements of strategy of an SC player. A huge part of the strategy of SC is having to adjust it for the level of execution that you can expect to have. Not only that, but figuring out which actions are currently the highest priority is a huge challenge as well. If all actions can be done so quickly as to almost be simultaneous, this whole aspect of strategy can be ignored.


Some of the best AIs for broodwar can do 45k apm easy, and still be beaten by a d player. The whole question of strategy, ie decision making, has got very little to do with that. A d player with 1000 apm would still be a bad player compared to jd on 200.

I happen to have some experience playing BW so I'm familiar with this truth. I'm not sure what it has to do with my post though.


I know you have played a little broodwar, don't worry on that part I was trying to say that limiting apm or not has very little bearing on the cognitive capabilities of AIs at this time. The human mind is doing so much parallel stuff in the thinking department that it sometimes is limited by the fingers/apm. AIs are basically at the level of... nematodes and trying to make up for being this by using a few crude heuristics and huge amounts of apm.
Broodwar AI :) http://sscaitournament.com http://www.starcraftai.com/wiki/Main_Page
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