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DeepMind sets AlphaGo's sights on SCII - Page 12

Forum Index > SC2 General
Post a Reply
Prev 1 10 11 12 13 14 16 Next All
MyLovelyLurker
Profile Joined April 2007
France756 Posts
November 04 2016 23:59 GMT
#221
On November 05 2016 08:38 jimminy_kriket wrote:
Show nested quote +
On November 05 2016 07:42 MyLovelyLurker wrote:
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.
"I just say, it doesn't matter win or lose, I just love Starcraft 2, I love this game, I love this stage, just play like in practice" - TIME/Oliveira
Tuczniak
Profile Joined September 2010
1561 Posts
November 05 2016 00:01 GMT
#222
On November 05 2016 08:38 jimminy_kriket wrote:
Show nested quote +
On November 05 2016 07:42 MyLovelyLurker wrote:
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.
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
November 05 2016 00:50 GMT
#223
Looking forward to port my Brood War algorithms to StarCraft 2.


An example of these algorithms in action:


If you cannot win with 100 apm, win with 100 cpm.
imp42
Profile Blog Joined November 2010
398 Posts
November 05 2016 05:03 GMT
#224
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.

In fact, this is the message I attempted to get across in my latest post, where I took the idea to the other extreme, reducing the game state to 6 variables and the number of possible moves to 4:
http://www.teamliquid.net/blogs/515461-towards-a-good-sc-bot-p4-planning-1-3

as it usually does, the sweet spot lies somewhere in between the two extremes...
50 pts Copper League
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
November 05 2016 05:37 GMT
#225
imp, if you get a chance i commented again on the blog you linked to. really cool stuff, keep it up.
Cyro
Profile Blog Joined June 2011
United Kingdom20345 Posts
November 05 2016 09:46 GMT
#226
On November 05 2016 07:42 MyLovelyLurker wrote:
Show nested quote +
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
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
November 05 2016 20:14 GMT
#227
Someone from the BW AI community took some notes from the SC2 AI talk at blizzcon:


https://gist.github.com/spencerduncan/c1d383819e032ab61cb266d8d283a67f
If you cannot win with 100 apm, win with 100 cpm.
JWD[9]
Profile Blog Joined November 2015
364 Posts
November 05 2016 20:23 GMT
#228
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?
Dumbledore
Profile Joined April 2011
Sweden725 Posts
November 05 2016 21:01 GMT
#229
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.
Have a nice day ;)
LetaBot
Profile Blog Joined June 2014
Netherlands557 Posts
November 05 2016 21:08 GMT
#230
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.
If you cannot win with 100 apm, win with 100 cpm.
paralleluniverse
Profile Joined July 2010
4065 Posts
November 05 2016 21:49 GMT
#231
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.
JWD[9]
Profile Blog Joined November 2015
364 Posts
November 05 2016 21:50 GMT
#232
On November 06 2016 06:08 LetaBot wrote:
Show nested quote +
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 )
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
November 05 2016 21:58 GMT
#233
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.
The harder it becomes, the more you should focus on the basics.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2016-11-05 23:06:22
November 05 2016 23:03 GMT
#234
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.
You want 20 good men, but you need a bad pussy.
Xamo
Profile Joined April 2012
Spain886 Posts
November 06 2016 01:00 GMT
#235
This is really good news for the game. The Go AI got a lot of mainstream media coverage.
My life for Aiur. You got a piece of me, baby. IIIIIIiiiiiii.
Lexender
Profile Joined September 2013
Mexico2665 Posts
Last Edited: 2016-11-06 05:11:08
November 06 2016 05:10 GMT
#236
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.
mostevil
Profile Joined February 2011
United Kingdom611 Posts
November 06 2016 10:39 GMT
#237
Alpha GO has had impact on the GO metagame, I'm excited to see what it does to the SC2 meta. It would be invaluable in balance testing too.
我的媽和她的瘋狂的外甥都
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
November 06 2016 11:26 GMT
#238
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.
Proko
Profile Joined February 2011
United States1022 Posts
November 06 2016 18:49 GMT
#239
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.

Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."
lolfail9001
Profile Joined August 2013
Russian Federation40190 Posts
Last Edited: 2016-11-06 18:56:26
November 06 2016 18:56 GMT
#240
I wonder how long it will take for it to learn how to actually get drops done.
DeMoN pulls off a Miracle and Flies to the Moon
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