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On January 25 2019 17:53 alexanderzero wrote:The term "brute force" has a specific definition in computer science. Generally speaking, it means to compute all of the possibilities and then select the best one. However, this is not feasible in Starcraft for a number of reasons. It wasn't even feasible with the game of go, and Starcraft is a lot more complex. AlphaGo and AlphaStar are both capable of quickly recognizing which possibilities are not worth exploring, but without having to actually evaluate the outcome of such actions. This is why some people describe their mode of operation as more intuition-based. The AI doesn't have to think about what would happen if it made obviously terrible decisions, like move commanding back and forth in front of the enemy's army. Show nested quote +If they didn't promote this as a fair match between pro and AI most ppl wouldn't have problem with it. This is PR based on at the very least biased approach of what's going on. There is no way to spin this as simple PR. Writing an AI that can play RTS at a human level is a world-first achievement in computer science. EDIT: What OpenAI did with Dota was a PR stunt. As far as I'm concerned, as long as the AI is playing real Starcraft and not some limited version, then it certainly qualifies as a fair evaluation of its strength.
The Dota 2 stuff was way more impressive than that, the outplays in early game were way more impressive and it didn't abused godlike mechanics to do so. And they're not trying to pretend their AI is beating some pros because it's not doing that yet.
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It s really kind of funny when you post a poll to ask what people think about slowing the game speed of sc2 to make a better strategy game with more decision making (but you got supress by moderators), then you see AlphaStar crushing every players with human APM speed..
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I don't think there's much you can do with a preexisting game like Starcraft to get a 'fair' game between ai and humans. Maybe intense tweaking of balance and ai ability but even then I don't think it would seem like a real opponent. You would have to design a game from the ground up with ai in mind I think.
I'm very impressed with the decision making of this ai. Its streets ahead of anything else I've seen.
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On January 25 2019 17:49 Jasper_Ty wrote: In my opinion the truest level playing field is not a crippled bot vs a human playing with keyboard and mouse, but a bot vs a human whose brain is directly hooked to SC2, so that the human also gains the advantages that the AI had. Imagine if you also had access to perfect clicks and stalker micro. It's fun to think about-- I think the AI, at least the AI we have at today, would never beat a human hooked to SC2, ever.
It would make no big difference, because human attention span is limited too.
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On January 25 2019 18:43 Grumbels wrote:Show nested quote +On January 25 2019 18:19 LDaVinci wrote: What strikes me and people seem to completely forget about it, is that for their 5 best agents, they claimed that none was THE best. This means that each can loose to another one. So of course, as it was pointed out, if you study closely all 5 agents, learn their tendancies, then scouting should be enough to adapt and win. This is also a very good news for us players, as it means that all strategies are probably viable, at least as a counter to another one.
Pro players would be comparable to 3 to 5 agents, with different BO planed. For example, one BO micro oriented with an blink all in, another one with a double WP harass, and another one with a fast carrier. For now, AI agents still don't really know how to adapt and shift their strategies to match the one of the opponent. That's why the AI lost to MaNa. He adapted to the AI by harassing, and the AI was clearly confused.
Also claiming this is just a micro-bot is far from understanding how deepmind AIs work. They learn from scratch. I would have actually loved to see some kind of progression, see how the game was playing after 10 years, 50 years, 100 years. The only progression we saw was that one week training between TLO's game and MaNa, which was already an impressive improvement in the tactical parts and strategically (1 base carrier against TLO, mass phoenix against Mana)
the game vs TLO also showed that the AI learned to defend (probably not in the most efficient way but still) canon rushed. It probably means that other agents out of the top 5 were canon rushers.
Anyway, I'm quite impressed by the AI progress, from the beacon search to this If a professional player elects for a different strategy for each game of the series, then he is still recognizably the same player, with the same patterns and habits in his control, such that you can predict his reaction to feints, charges, diversions. Furthermore, although a player can deliberate in opening choice, they will tend to fall back to their general style in the mid- and late game. But suppose you play a game versus AlphaStar, you notice not only some higher level decisions such as a tendency to opt for blink stalker builds, but you also pick up on some habits such as bad scouting, inability to defend against harassment, ineffective wall-offs. And now you're considering your approach for next game. It's obviously perfectly proper for the agent to rotate between strategies in order to avoid being figured out, therefore you realize you can't blindly counter the previous blink stalker build. But you also can't count on its weaknesses in defense, because you're playing a different agent. You don't know if it will have good blink micro, because it's a different agent. etc. In its most extreme form, any type of decision which involves interaction with your opponent will be based on quicksand, because you're playing a completely new opponent every time with no history, no information about it. Whatever this is, it's not standard match conditions. It's more like playing five random ladder games versus barcodes, with the opponents being picked out of time and space, e.g. one will be a 2016 player from Korea, the other a 2018 player from Europe, the other a diamond level player that just does cannon rushes. In short, it's not predictable, unless all the agents tend to converge to a similar style, which is speculative, but if that's the case then I think that humans could adjust and develop anti-AI strategies, similar to how computers could be defeated in chess for years despite superior calculation ability. Obviously AI's will win in the end, but it's an open question whether that's a week from now or five years from now. We don't even know if Deepmind will stay with the project long enough to thoroughly trash all human opposition. afaik there has been BW AI research for around 10 years without threatening pro gamers.
Maybe I wasn't clear in my point. I was saying that people could prepare before a match, if they have access to several games for each agent and if they play against the same agents. Then scounting allows you to know which one it is, adapt your play accordingly and choose a winning strategy. In the case of Mana and TLO, they didn't know before the game that they would play against 5 different agents and even if, they wouldn't have known the behavior for each agent. They couldn't prepare.
It's as if Maru and Serral were playing only training games for a year against each other without sharing replays. It would be impossible to EU Terrans to predict the play of Serral and for Kr zergs to predict the play of Maru. Strategy wise, they could completely change from one game to another. Of course, tactically wise (micro, reaction to pressure and so on) they are the same player and would have tendancies that would stay the same and you could probably adapt between the games. In that regard the AI and the 5 agents are different. But still how do you prepare for the reactions of players if you only have 1 year old replays
And even in the case of the 5 AI agents, some patterns could still be recognizable : difficulties to split its army, over reaction to seeing enemy units close to its base, and probably others that I missed because I'm no pro. So it could be possible to kind of adapt.
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On January 25 2019 19:30 Jockmcplop wrote: I don't think there's much you can do with a preexisting game like Starcraft to get a 'fair' game between ai and humans. Maybe intense tweaking of balance and ai ability but even then I don't think it would seem like a real opponent. You would have to design a game from the ground up with ai in mind I think.
I'm very impressed with the decision making of this ai. Its streets ahead of anything else I've seen.
I think its just super micro potential units that are broken for AI. I promise with zerg AI would not look nearly that impressive. THey would probably have a hard time droning and making units at the right times. Then you dont have things like warp prism micro or blink micro that can scale like crazy. What are they gonna do, dance their zerglings? They cant jump accross a wall. What are they gonna do, shoot an oracle or void ray or banshee with some roaches?
The AI would probably be forced in a ling bane hydra game, and then it would come down to how good they can micro hydras against AOE.
Zerg is the true race where human intelligence shines. Its about being one step ahead, predicting what the opponent will do, where he will send his warp prism,etc. You have to know when to drone and make units sometimes based just on instincts alone or knowing your opponent or current meta trends.
Protoss is you pick a build, execute it perfectly, and if you do execute it perfectly or very close, you probably win,unless your build order was too coin flippy.
In fact, PVP is by far the easiest matchup for an AI like deepmind to win consistently against humans. edit: Actually, ZvZ might be even easier for A.I now that i think about it... Most definitely maybe?
FUN FACT: I wonder if deepmind AI could play billions of matches of all matchups to determine which is the potential best race. If someone is unbiased and would know , its an AI. I bet they already know lol.
This kind if AI playing billions of games against same skill opponent could probably easily conclude if certain units are overpowered in certain matchups. Very interesting stuff when you think about it....
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I would be really really interested how the AI would play zerg, obviously with the camera fix
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On January 25 2019 19:51 Snakestyle11 wrote:Show nested quote +On January 25 2019 19:30 Jockmcplop wrote: I don't think there's much you can do with a preexisting game like Starcraft to get a 'fair' game between ai and humans. Maybe intense tweaking of balance and ai ability but even then I don't think it would seem like a real opponent. You would have to design a game from the ground up with ai in mind I think.
I'm very impressed with the decision making of this ai. Its streets ahead of anything else I've seen. I think its just super micro potential units that are broken for AI. I promise with zerg AI would not look nearly that impressive. THey would probably have a hard time droning and making units at the right times. Then you dont have things like warp prism micro or blink micro that can scale like crazy. What are they gonna do, dance their zerglings? They cant jump accross a wall. What are they gonna do, shoot an oracle or void ray or banshee with some roaches? The AI would probably be forced in a ling bane hydra game, and then it would come down to how good they can micro hydras against AOE. Zerg is the true race where human intelligence shines. Its about being one step ahead, predicting what the opponent will do, where he will send his warp prism,etc. You have to know when to drone and make units sometimes based just on instincts alone or knowing your opponent or current meta trends. Protoss is you pick a build, execute it perfectly, and if you do execute it perfectly or very close, you probably win,unless your build order was too coin flippy. In fact, PVP is by far the easiest matchup for an AI like deepmind to win consistently against humans. FUN FACT: I wonder if deepmind AI could play billions of matches of all matchups to determine which is the potential best race. If someone is unbiased and would know , its an AI. I bet they already know lol.
This kind if AI playing billions of games against same skill opponent could probably easily conclude if certain units are overpowered in certain matchups. Very interesting stuff when you think about it....
I don't think so. All the ai could tell you is what the balance is like for ai players. Human players use units differently (in a literal sense) so the balance is different. In other words, the ai could tell you which race is best, but the data would be useless to human players.
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ITT: People that thought it would be around plat/dia level before the presentation and are now unimpressed because its (self taught!) mechanics are too good and it didn't play against code s players yet.
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Russian Federation5 Posts
It seems that AI is cheating. For example, 4th game vs Mana. Looking at the corner of own base with selected 2 adepts. Than the probe is coming (which won't in vision of AI) and place gate. We can see that probe is selected (blue circle around the probe), but at that time in the bottom of screen 2 adepts are still being selected.
From that point we can figure out that: AI worked not only with 1 active screen (as it was considered). AI could do multiply selections and actions in one moment, that human can't do.
Also I should give attention that average apm of AI is about 50-100 and its effective apm. But when it is crucial APM rises to values much higher (600, 800, 1000 etc) that also hardly achieved by human. And the average 277 APM is pretty sensless thing.![[image loading]](https://i.imgur.com/r2IVHdW.jpg)
![[image loading]](https://i.imgur.com/xg380Ei.jpg)
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On January 25 2019 20:12 CadoEverto wrote: It seems that AI is cheating. For example, 4th game vs Mana. Looking at the corner of own base with selected 2 adepts. Than the probe is coming (which won't in vision of AI) and place gate. We can see that probe is selected (blue circle around the probe), but at that time in the bottom of screen 2 adepts are still being selected.
From that point we can figure out that: AI worked not only with 1 active screen (as it was considered). AI could do multiply selections and actions in one moment, that human can't do.
The first ai didn't work with a camera, the camera was added afterwards. As stated in https://deepmind.com/research/alphastar-resources/
Please note that the raw interface agents weren’t using the camera directly. The 10 replays have therefore been post-processed to add heuristic camera movements, such that the target location of each agent action is visible on screen. Also in your screenshots YOU as the observer have the adepts selected. Click the "X" symbol to the right of the minimap to get to the player selection.
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That fucking micro though, wowowow.
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On January 25 2019 06:44 Waxangel wrote:Show nested quote +On January 25 2019 06:43 Poopi wrote: I think the title is kinda misleading. Raw interface AI goes 10-0, camera interface AI goes 0-1, would be more appropriate This is a really, really insignificant nit to pick. It's a ~200 MMR difference according to their estimation, which is not worth putting in the TITLE. I'll forgive you though because you're just trying to defend mankind's pride. Spoiler free Teamliquid???
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On January 25 2019 13:00 counting wrote:Show nested quote +On January 25 2019 12:45 imp42 wrote:On January 25 2019 12:14 vesicular wrote:On January 25 2019 09:40 TheDougler wrote: You don't know that it was the the camera change that actually was the determining factor here. It could be that Mana had a better idea of what he was up against. It could be that the warp prism threw off the AI's gameplan (I think it's this one). It could be that this AI isn't quite as good as other AIs. [...] The final I would say is to play only one agent. Every game used a different agent. It's akin to playing different players. TLO didn't know this when he was playing and played his matches as if it was the same agent and thus tried strats to counter what he just saw in the previous game, which of course didn't work. Playing against a single agent would be quite interesting. A misconception IMO. There is no conceptual difference between "one agent" and "multiple agents", because you can simply combine x agents into one composite agent (which is exactly what they did). Compare it to Innovation switching up his macro game with a 3-rax proxy cheese. It's not akin to playing different players, but the same player choosing a different game plan before he starts the game. The concept of a composite agent gets interesting when you add a super-agent to it, responsible for picking a sub-agent to play a specific game in a boX match. I would imagine the super-agent would then be trained similar to a Texas Hold'em agent and converge to game-theoretical optima for cheese / standard ratio etc. This actually has a technical term in machine learning community called ensemble learning. But I don't think it is that easy to implement as of yet. And for efficiency sake the single agent is actually very different from a group of agents which will absolutely require quite a bit of parallel processing to achieve (it is not as simple as installing more GPU can solve). And indeed these agents choose to represent the group of all agents in the AlphaStar league will be those encounter many different strategies and still win for the most part overall. It actually is a very difficult problem to introduce "novelty" and still able to adapt mid-game. The current system is simply not having any learning capability on the fly (within one game, in machine learning term, it is a system with offline learning, instead of active/online learning which is much much more difficult). I don't know anything about AI, but wouldn't it be sufficient to simply have the bots play Bo5's against each other instead of Bo1's during the training phase? Because then they can still learn from what their opponent has been doing in previous games.
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On January 25 2019 19:46 LDaVinci wrote:Show nested quote +On January 25 2019 18:43 Grumbels wrote:On January 25 2019 18:19 LDaVinci wrote: What strikes me and people seem to completely forget about it, is that for their 5 best agents, they claimed that none was THE best. This means that each can loose to another one. So of course, as it was pointed out, if you study closely all 5 agents, learn their tendancies, then scouting should be enough to adapt and win. This is also a very good news for us players, as it means that all strategies are probably viable, at least as a counter to another one.
Pro players would be comparable to 3 to 5 agents, with different BO planed. For example, one BO micro oriented with an blink all in, another one with a double WP harass, and another one with a fast carrier. For now, AI agents still don't really know how to adapt and shift their strategies to match the one of the opponent. That's why the AI lost to MaNa. He adapted to the AI by harassing, and the AI was clearly confused.
Also claiming this is just a micro-bot is far from understanding how deepmind AIs work. They learn from scratch. I would have actually loved to see some kind of progression, see how the game was playing after 10 years, 50 years, 100 years. The only progression we saw was that one week training between TLO's game and MaNa, which was already an impressive improvement in the tactical parts and strategically (1 base carrier against TLO, mass phoenix against Mana)
the game vs TLO also showed that the AI learned to defend (probably not in the most efficient way but still) canon rushed. It probably means that other agents out of the top 5 were canon rushers.
Anyway, I'm quite impressed by the AI progress, from the beacon search to this If a professional player elects for a different strategy for each game of the series, then he is still recognizably the same player, with the same patterns and habits in his control, such that you can predict his reaction to feints, charges, diversions. Furthermore, although a player can deliberate in opening choice, they will tend to fall back to their general style in the mid- and late game. But suppose you play a game versus AlphaStar, you notice not only some higher level decisions such as a tendency to opt for blink stalker builds, but you also pick up on some habits such as bad scouting, inability to defend against harassment, ineffective wall-offs. And now you're considering your approach for next game. It's obviously perfectly proper for the agent to rotate between strategies in order to avoid being figured out, therefore you realize you can't blindly counter the previous blink stalker build. But you also can't count on its weaknesses in defense, because you're playing a different agent. You don't know if it will have good blink micro, because it's a different agent. etc. In its most extreme form, any type of decision which involves interaction with your opponent will be based on quicksand, because you're playing a completely new opponent every time with no history, no information about it. Whatever this is, it's not standard match conditions. It's more like playing five random ladder games versus barcodes, with the opponents being picked out of time and space, e.g. one will be a 2016 player from Korea, the other a 2018 player from Europe, the other a diamond level player that just does cannon rushes. In short, it's not predictable, unless all the agents tend to converge to a similar style, which is speculative, but if that's the case then I think that humans could adjust and develop anti-AI strategies, similar to how computers could be defeated in chess for years despite superior calculation ability. Obviously AI's will win in the end, but it's an open question whether that's a week from now or five years from now. We don't even know if Deepmind will stay with the project long enough to thoroughly trash all human opposition. afaik there has been BW AI research for around 10 years without threatening pro gamers. Maybe I wasn't clear in my point. I was saying that people could prepare before a match, if they have access to several games for each agent and if they play against the same agents. Then scounting allows you to know which one it is, adapt your play accordingly and choose a winning strategy. In the case of Mana and TLO, they didn't know before the game that they would play against 5 different agents and even if, they wouldn't have known the behavior for each agent. They couldn't prepare. It's as if Maru and Serral were playing only training games for a year against each other without sharing replays. It would be impossible to EU Terrans to predict the play of Serral and for Kr zergs to predict the play of Maru. Strategy wise, they could completely change from one game to another. Of course, tactically wise (micro, reaction to pressure and so on) they are the same player and would have tendancies that would stay the same and you could probably adapt between the games. In that regard the AI and the 5 agents are different. But still how do you prepare for the reactions of players if you only have 1 year old replays And even in the case of the 5 AI agents, some patterns could still be recognizable : difficulties to split its army, over reaction to seeing enemy units close to its base, and probably others that I missed because I'm no pro. So it could be possible to kind of adapt. Yeah, but the type of thinking necessary to beat such an AI is just very different from regular competition. You would have to start reasoning like, oh it prefers one-base builds so probably it doesn't understand expanding well, or it hasn't walled off, so it's probably learned to be good at defensive micro. It's all about finding a weakness and exploiting it over and over. Whereas humans are amazingly good at improving on the fly, so you sometimes can't even do the same thing twice in a single game, let alone match.
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Personally, I think AlphaStar is browsing this thread right now, trying to learn new ways to play even better. And probably making a note of it's biggest critics too (read: an IRL kill list for the future)
O.o
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Can't beat the original SC2 AI : Inno Kappa
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Do we have a term for the AlphaStar super-saturation of probes at the mineral line yet? I propose "alpha saturation".
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On January 25 2019 15:39 pvsnp wrote:Show nested quote +On January 25 2019 14:29 BronzeKnee wrote:On January 25 2019 06:44 Waxangel wrote:On January 25 2019 06:43 Poopi wrote: I think the title is kinda misleading. Raw interface AI goes 10-0, camera interface AI goes 0-1, would be more appropriate This is a really, really insignificant nit to pick. It's a ~200 MMR difference according to their estimation, which is not worth putting in the TITLE. I'll forgive you though because you're just trying to defend mankind's pride. Let me see the entire map in full detail, let my mind control everything instead of my hands via a clunky keyboard and mouse while I use my eyes to look at a screen, and you say those advantages would be insignificant? You know I have eyelids right? I have to blink, I miss things because of that. I have to scroll the screen around and motion blur messes stuff up. I miss things because of that too. A human mind would destroy a computer if it had the same inputs and view of the game. It wouldn't be close. Build a machine that has hands and eyes, make it perform using a monitor, speakers, keyboard and mouse. A human would crush it. Allow the mind to control the game without those clunky devices, and it destroys the AI even more. The mind would be way too fast, way too fast. I can split an army of Blink Stalkers in milliseconds in my mind. It'd be over before it began really. The human mind is capable of things AI can only dream of. In fact, AI is just one of many achievements of the human mind.Starcraft is a game without perfect information, unlike Chess and Go. It will be a long time before AI comes anywhere close given the same inputs. Point to the cat, please: ![[image loading]](https://savan77.github.io/blog/images/im2.png) It's almost as though humans and computers are very, very different. The cat is here
![[image loading]](https://i.imgur.com/dHhHwHl.png)
If you can not see the cat, this is the owl ...
![[image loading]](https://i.imgur.com/iYTr0Hp.png)
image super-resolution is fun
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On January 25 2019 21:14 Grumbels wrote:Show nested quote +On January 25 2019 13:00 counting wrote:On January 25 2019 12:45 imp42 wrote:On January 25 2019 12:14 vesicular wrote:On January 25 2019 09:40 TheDougler wrote: You don't know that it was the the camera change that actually was the determining factor here. It could be that Mana had a better idea of what he was up against. It could be that the warp prism threw off the AI's gameplan (I think it's this one). It could be that this AI isn't quite as good as other AIs. [...] The final I would say is to play only one agent. Every game used a different agent. It's akin to playing different players. TLO didn't know this when he was playing and played his matches as if it was the same agent and thus tried strats to counter what he just saw in the previous game, which of course didn't work. Playing against a single agent would be quite interesting. A misconception IMO. There is no conceptual difference between "one agent" and "multiple agents", because you can simply combine x agents into one composite agent (which is exactly what they did). Compare it to Innovation switching up his macro game with a 3-rax proxy cheese. It's not akin to playing different players, but the same player choosing a different game plan before he starts the game. The concept of a composite agent gets interesting when you add a super-agent to it, responsible for picking a sub-agent to play a specific game in a boX match. I would imagine the super-agent would then be trained similar to a Texas Hold'em agent and converge to game-theoretical optima for cheese / standard ratio etc. This actually has a technical term in machine learning community called ensemble learning. But I don't think it is that easy to implement as of yet. And for efficiency sake the single agent is actually very different from a group of agents which will absolutely require quite a bit of parallel processing to achieve (it is not as simple as installing more GPU can solve). And indeed these agents choose to represent the group of all agents in the AlphaStar league will be those encounter many different strategies and still win for the most part overall. It actually is a very difficult problem to introduce "novelty" and still able to adapt mid-game. The current system is simply not having any learning capability on the fly (within one game, in machine learning term, it is a system with offline learning, instead of active/online learning which is much much more difficult). I don't know anything about AI, but wouldn't it be sufficient to simply have the bots play Bo5's against each other instead of Bo1's during the training phase? Because then they can still learn from what their opponent has been doing in previous games. Well, you're not wrong. It's just that if you do that and actually want the bot to learn adaption patterns over multiple games, then you need to feed it the previously played games as input.
If you design that mechanism manually, the most simple approach I can think of is to feed it the history of wins/losses together with the respective agent as additional input:
Game 1: Agent "Mass Blinker" - loss Game 2: Agent "Proxy Gates" - win ...
and so on (the agent names are chosen for illustration only - to the AI it would just be agent 1, agent 2, ...).
But if you don't want to do design anything manually = let the bot self-learn, then you'd have to feed the complete history of entire games as input, which blows up the input quite a bit.
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