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NewScientist Features AI Competition

Forum Index > BW General
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djsherman
Profile Blog Joined November 2009
United States140 Posts
November 01 2010 18:13 GMT
#1
NewScientist is featuring an article on the recent StarCraft AI Competition: Machine intelligence put to test in alien world

Viewing the article requires logging in with a free to create account. Full text here:
+ Show Spoiler +

Computers that can beat chess grandmasters? Ho-hum. The new challenge for artificial intelligence is a strategy game called StarCraft

A SQUADRON of tanks sits patiently on a bridge. Smaller reconnaissance vehicles inch nervously ahead, probing for signs of the enemy. Suddenly, two allied spaceships zoom overhead. They illuminate a horde of hidden alien spider-robots. The aliens' cover blown, they attack. The battlefield erupts into chaos.

Called StarCraft, this space-war strategy game is played in real time. It's normally played by humans, but this particular match is different. The commanders in charge of each side are sophisticated artificially intelligent "bots" competing in the first ever StarCraft AI tournament, the finals of which were held earlier this month at Stanford University in California. The game is emerging as the next arena to put machine intelligence to the test - and could even provide the inspiration for the next big advance in AI.

Games and AI have a history. As far back as the 1950s, computers were programmed to play chess. It wasn't until the late 1980s, however, that they started beating human grandmasters. Since then, other games, such as poker, go, and even the quiz game Jeopardy, have attracted the interest of AI researchers.

"Chess is hard because you need to look very far into the future. Poker's hard because it's a game of imperfect information. Other games are hard because you have to make decisions very quickly. StarCraft is hard in all of these ways," explains Dan Klein, an AI researcher at the University of California, Berkeley, and adviser to one of the tournament teams.

The allure of StarCraft for AI researchers lies in the game's extreme complexity. Players compete to harvest resources, build an army, and battle each other in realms filled with bottlenecks, alleys and strategic high ground. Armies can be as large as 200 independently controlled units, each with different strengths, weaknesses and special abilities, such as invisibility cloaking, flying or teleportation. Unlike chess, units aren't confined to squares, but rather are in constant motion - a couple of second's distraction can be the difference between victory and defeat.

"An AI bot has to interact, reason about multiple goals concurrently, act in real time, deal with imperfect information - a lot of the properties of building robust intelligence are there," says tournament organiser Ben Weber, a graduate student at the Expressive Intelligence Studio at the University of California, Santa Cruz.

What's more, while chess AIs traditionally use software that searches for all the permutations of moves and counter-moves, it is infeasible to write such a program for a game as expansive as StarCraft, says David Burkett, a member of a team entered by Berkeley.

One reason for that is that players don't take turns: military units are constantly being built, moving, scouting for advantageous positions and, of course, fighting. And in general, opponents cannot see what the enemy is up to until the fighting begins.

The 28 competitors in the AI tournament coped with this complexity in a variety of ways. The most basic is scripting, where a programmer writes a set script for the bot to follow, independent of what is happening in the game. Weber describes this approach as "rock, paper, scissors", in that the bot may win if it happens to be executing the right script for what the opponent is doing, but if not, it cannot adapt and react.

A more sophisticated approach is the finite state machine (FSM), a technique that designers of videogame AI have long used to give the illusion of intelligence. In this approach, a bot has discrete behaviours from which it can choose, depending on the inputs given to it. The ghosts in Pac-Man are a classic example, toggling between "chase" and "evade", depending on whether or not the eponymous yellow gobbler has eaten a power pill. In StarCraft, FSMs can be used both to control individual unit tactics on the battlefield, and at higher strategic levels of deciding which units to produce and when.

FSMs are limited, says Klein, in that a human usually needs to define how and when to transition between behaviours, meaning the bot can fail if it encounters a situation that it wasn't explicitly programmed to handle.

A third approach relies on machine learning. Bots are trained on thousands of hours of game replays to find which strategies and tactics are statistically most likely to be successful, given the current game conditions. This approach can be combined with learning from trial and error, much as a human player might train. The bot learns from its mistakes and from the mistakes of others. Most competitors relied on a mixture of techniques.

The tournament itself was broken up into four categories, designed to make the complexity of the game more manageable for the bots, which are still not as skilled as an expert human player. The first two categories pitted small fixed-size armies against one another on simple terrain. An FSM-based bot won both categories by choosing better attack formations than its opponents.

In the third category, bots had to harvest resources, select from a limited set of buildings and military units, and fight. But unlike the full game, they were allowed to see their opponents preparing. The winning bot used a mimicking strategy, copying its opponent's build order while throwing in a few scripted tricks to gain the upper hand.

The final category of the tournament pitted bots against each other in "best-of-five" rounds on different maps, with access to the full functionality of the game. The winner, the Berkeley team's "Overmind" bot, used a mix of FSMs, machine learning, and a limited form of chess-style prediction, to control swarms of flying units which aimed to constantly harass the opponent.

Burkett says that tournaments like this can help advance the field of AI. Simple problems in StarCraft, like finding a path across a map, can be handled by traditional AI. But solving many problems simultaneously and quickly will require new ideas.

"There are a lot of good AI research problems involved in getting this thing to work," says Burkett. His team plans to submit details of the approach employed with Overmind for publication in a journal.

For now, however, human players remain the champions of StarCraft. In an exhibition match at the tournament, Oriol Vinyals, a former world-class player and member of the Berkeley team, took on one of the top-ranking bots. After a brief struggle, he easily defeated his AI opponent. He doubts this will always be the case.

"In 2 to 3 years, I would expect bots to be in the top 5 per cent of players," he says. "Beating the best human player doesn't seem out of the question."


It's great to see coverage of the competition and I look forward to seeing the next one!
StarCraft AI Competition Organizer
2Pacalypse-
Profile Joined October 2006
Croatia9567 Posts
November 01 2010 19:45 GMT
#2
Great article!

It makes me immensely happy that they chose Starcraft for this competition and I just hope this kind of competitions continue.
As long as they don't switch to SC2 of course
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
bibbaly
Profile Joined October 2010
98 Posts
November 01 2010 19:55 GMT
#3
Thats really awesome to think that AI or somewhat partial AI will be here in my lifetime.
Taekwon
Profile Joined May 2010
United States8155 Posts
November 01 2010 20:51 GMT
#4
Next thing you know, the US government will be adopting Starcraft tech as military deployment
▲ ▲ ▲
IceCube
Profile Blog Joined June 2009
Croatia1403 Posts
November 01 2010 21:38 GMT
#5
On November 02 2010 05:51 Taekwon wrote:
Next thing you know, the US government will be adopting Starcraft tech as military deployment

And we will have SkyNet, improved vers that is..
Forever Vulture.. :(
2Pacalypse-
Profile Joined October 2006
Croatia9567 Posts
November 01 2010 22:03 GMT
#6
On November 02 2010 06:38 IceCube wrote:
Show nested quote +
On November 02 2010 05:51 Taekwon wrote:
Next thing you know, the US government will be adopting Starcraft tech as military deployment

And we will have SkyNet, improved vers that is..

One that doesn't rebel against humans?
Moderator"We're a community of geniuses because we've found how to extract 95% of the feeling of doing something amazing without actually doing anything." - Chill
kuresuti
Profile Blog Joined December 2009
1393 Posts
November 01 2010 22:14 GMT
#7
Who is Oriol Vinyals? I can't seem to find out his Starcraft alias.
Meta
Profile Blog Joined June 2003
United States6228 Posts
November 01 2010 22:17 GMT
#8
Very interesting article. It's good publicity for StarCraft and AI alike, especially in relation to games like chess.
good vibes only
Tanatos
Profile Joined April 2010
United States381 Posts
November 01 2010 22:35 GMT
#9
Damn, I really want to see AI versus Flash!
Oh wait, both weren't human anyway.
emc
Profile Joined September 2010
United States3088 Posts
November 01 2010 23:32 GMT
#10
skynet = battle.net

game over man, GAME OVER!
arbiter_md
Profile Joined February 2008
Moldova1219 Posts
November 02 2010 00:52 GMT
#11
They are so optimistic. In 2-3 years they hope to get bots in top 5% of players. What would it be like? C/C+ on iccup?
The copyright of this post belongs solely to me. Nobody else, not teamliquid, not greetech and not even blizzard have any share of this copyright. You can copy, distribute, use in commercial purposes the content of this post or parts of it freely.
seRapH
Profile Blog Joined April 2009
United States9830 Posts
November 02 2010 02:22 GMT
#12
On November 02 2010 09:52 arbiter_md wrote:
They are so optimistic. In 2-3 years they hope to get bots in top 5% of players. What would it be like? C/C+ on iccup?

its ok, in 2-3 years hopefully i'll be better than that ^_^
boomer hands
GTR
Profile Blog Joined September 2004
51704 Posts
November 02 2010 02:23 GMT
#13
On November 02 2010 07:14 kuresuti wrote:
Who is Oriol Vinyals? I can't seem to find out his Starcraft alias.


What peeves me is that they refer to him as 'world-class', yet no one even knows who he is.
Commentator
nihoh
Profile Blog Joined May 2010
Australia978 Posts
November 02 2010 04:46 GMT
#14
can't you make an AI that kites every unit in an army optimally?
Dont look at the finger or you will miss all that heavenly glory.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
November 02 2010 05:05 GMT
#15
On November 02 2010 11:23 GTR wrote:
Show nested quote +
On November 02 2010 07:14 kuresuti wrote:
Who is Oriol Vinyals? I can't seem to find out his Starcraft alias.


What peeves me is that they refer to him as 'world-class', yet no one even knows who he is.

they probably just watch him play, first person or his keyboard and assumed he's awesome. I know people who watch my C rank iccup bw thinks i could be a progamer~~~~
seRapH
Profile Blog Joined April 2009
United States9830 Posts
November 02 2010 05:13 GMT
#16
On November 02 2010 14:05 nttea wrote:
Show nested quote +
On November 02 2010 11:23 GTR wrote:
On November 02 2010 07:14 kuresuti wrote:
Who is Oriol Vinyals? I can't seem to find out his Starcraft alias.


What peeves me is that they refer to him as 'world-class', yet no one even knows who he is.

they probably just watch him play, first person or his keyboard and assumed he's awesome. I know people who watch my C rank iccup bw thinks i could be a progamer~~~~

lol i've been called stork before. on iccup. >_>
boomer hands
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
November 02 2010 05:15 GMT
#17
On November 02 2010 14:05 nttea wrote:
Show nested quote +
On November 02 2010 11:23 GTR wrote:
On November 02 2010 07:14 kuresuti wrote:
Who is Oriol Vinyals? I can't seem to find out his Starcraft alias.


What peeves me is that they refer to him as 'world-class', yet no one even knows who he is.

they probably just watch him play, first person or his keyboard and assumed he's awesome. I know people who watch my C rank iccup bw thinks i could be a progamer~~~~


Played in WCG in like 2001? so he is world class by definition.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
gravity
Profile Joined March 2004
Australia2330 Posts
Last Edited: 2010-11-02 05:26:44
November 02 2010 05:25 GMT
#18
Good article, reads like it was written by someone familiar with SC. Unfortunately, with most SC players moving to SC2, I'm not sure if the competition is sustainable in the long run. Perhaps it can move to SC2 also, if similar tools can be created.
Furthermore, tournaments should use matchup-specific maps
FractalsOnFire
Profile Blog Joined August 2010
Australia1756 Posts
November 02 2010 05:36 GMT
#19
On November 02 2010 04:45 2Pacalypse- wrote:
Great article!

It makes me immensely happy that they chose Starcraft for this competition and I just hope this kind of competitions continue.
As long as they don't switch to SC2 of course


Wouldn't SC2 be easier to program for? Easier mechanics... MBS, automining etc...

I dunno that's just the way i see it.
PH
Profile Blog Joined June 2008
United States6173 Posts
November 02 2010 06:28 GMT
#20
On November 02 2010 14:36 FractalsOnFire wrote:
Show nested quote +
On November 02 2010 04:45 2Pacalypse- wrote:
Great article!

It makes me immensely happy that they chose Starcraft for this competition and I just hope this kind of competitions continue.
As long as they don't switch to SC2 of course


Wouldn't SC2 be easier to program for? Easier mechanics... MBS, automining etc...

I dunno that's just the way i see it.

People have been building AIs for BW for a long time now. This competition probably started long before SC2 was released.

Furthermore, BW has been broken down more, probably making implementing anything much easier. Not to mention its simple graphics make it easier to run.
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