On November 05 2016 07:36 coverpunch wrote: I'm curious - is the native AI in the game limited in APM?
If Deepmind proceeds as they have in the past for Atari games AI, their SC2 AI would automatically be limited to 2 or 3 actions per frame, so at 60fps, that's max 180APM.
wouldnt that be 180 actions per second? That would be cool to see.
They stacked frames in Atari to have the algorithm see animations, I'll assume they'll do the same here. 180 actions per second is 10,000 APM, that'd be too much.
On November 05 2016 07:36 coverpunch wrote: I'm curious - is the native AI in the game limited in APM?
If Deepmind proceeds as they have in the past for Atari games AI, their SC2 AI would automatically be limited to 2 or 3 actions per frame, so at 60fps, that's max 180APM.
wouldnt that be 180 actions per second? That would be cool to see.
Yes. But it shouldn't be hard to limit it to any reasonable number.
To the people who think SC2 is not solvable (or is more difficult than Go for that matter) because it has so many possible moves: Who said you'd have to evaluate every single possible move to become good at the game? It's obviously not what we humans do.
On November 05 2016 07:36 coverpunch wrote: I'm curious - is the native AI in the game limited in APM?
If Deepmind proceeds as they have in the past for Atari games AI, their SC2 AI would automatically be limited to 2 or 3 actions per frame, so at 60fps, that's max 180APM.
The sc2 simulation runs at ~22hz regardless of framerate so that may be a relevant number
If they need the API to program the interface for the AI, then the AI is cheating. Human brains have to work through visual clutter aswell. Will the Ai have to zoom in to snipe units under collosi? Will it have to rotate the camera to check for widowmines behind extractors?
With the Atari games I thought they just used keyboard input and pixelvalues of the screen, why not do the same for sc2?
I don't know, but do people that are familiar with the BW API know if opening up that SC2 API will make hacks more prevelant?
On November 06 2016 05:23 JWD[9] wrote: If they need the API to program the interface for the AI, then the AI is cheating. Human brains have to work through visual clutter aswell. Will the Ai have to zoom in to snipe units under collosi? Will it have to rotate the camera to check for widowmines behind extractors?
With the Atari games I thought they just used keyboard input and pixelvalues of the screen, why not do the same for sc2?
I don't know, but do people that are familiar with the BW API know if opening up that SC2 API will make hacks more prevelant?
Lol I've never heard of anyone zooming in to snipe units under a colossus.
On November 06 2016 05:23 JWD[9] wrote: If they need the API to program the interface for the AI, then the AI is cheating. Human brains have to work through visual clutter aswell. Will the Ai have to zoom in to snipe units under collosi? Will it have to rotate the camera to check for widowmines behind extractors?
With the Atari games I thought they just used keyboard input and pixelvalues of the screen, why not do the same for sc2?
I don't know, but do people that are familiar with the BW API know if opening up that SC2 API will make hacks more prevelant?
As mentioned in the talk at Blizzcon, there will be an API that uses visual information and an API that works like the BWAPI for Brood War
The SC2 API won't be capable to be used for ladder games.
SC2 can't be solved. I'd expect the AI to find some near unbeatable early game cheese, and ultimately it'll probably reduce to randomizing between executing a few strategies perfectly.
On November 06 2016 05:23 JWD[9] wrote: If they need the API to program the interface for the AI, then the AI is cheating. Human brains have to work through visual clutter aswell. Will the Ai have to zoom in to snipe units under collosi? Will it have to rotate the camera to check for widowmines behind extractors?
With the Atari games I thought they just used keyboard input and pixelvalues of the screen, why not do the same for sc2?
I don't know, but do people that are familiar with the BW API know if opening up that SC2 API will make hacks more prevelant?
As mentioned in the talk at Blizzcon, there will be an API that uses visual information and an API that works like the BWAPI for Brood War
The SC2 API won't be capable to be used for ladder games.
Ah, then I am on board, go ahead, ForScience (and more sc2 longlivity )
On November 06 2016 06:49 paralleluniverse wrote: SC2 can't be solved. I'd expect the AI to find some near unbeatable early game cheese, and ultimately it'll probably reduce to randomizing between executing a few strategies perfectly.
Games don't have to be solvable for an AI to play it better than any person. GO is an perfect example of that.
On March 28 2016 13:39 JimmyJRaynor wrote: without heuristic functions i think AlphaStar will have trouble "learning" the game. and with heuristic functions it'll play with the style of dictated by them.
The whole point of unsupervised learning is the AI picking up the right heuristics by itself. In the match against Lee Se Dol, AlphaGo made an attack that no pro could predict in a game that it won. It saw something in the board state that made it do the winning move, because some heuristic it developed "triggered" on said board state.
EDIT: I actually think that the best advantage of a potential AI is individual unit control and AoE-immune spreads. StarCraft 2 default AI (the one that players trigger by rightclicking) is VERY BAD in aoe-related pathfinding, so that alone might be enough to make all other advantages irrelevant.
On November 06 2016 08:03 BluzMan wrote: EDIT: I actually think that the best advantage of a potential AI is individual unit control and AoE-immune spreads. StarCraft 2 default AI (the one that players trigger by rightclicking) is VERY BAD in aoe-related pathfinding, so that alone might be enough to make all other advantages irrelevant.
They are not going to do that tho, they aren't going to spend a ton of money in a super AI only to make it be a automaton 1000 bot that only makes perfectly microed marines.
I hope they limit it to around 200 APM. 200 APM with 100% perfect mouse precision and never any errors in terms of building supplies is still very good and could battle most pro's in terms of mechanics.
This restriction will mean that they need to beat pro's through strategy.
I will be waiting eagerly how they will be designing this challenge to reduce the risk that the challenge will just be human versus god-tier micro-master robot.