If you could issue as many orders as you wanted, what would the optimal strategy be?
If you could issue as many orders as you wanted, what would the optimal strategy be?
Here's what you can do with infinite APM: https://www.youtube.com/watch?v=IKVFZ28ybQs
It's just broken. It's not even the same game.
(The implementation in the video likely just cheats and gets the information from the engine, but at least the first case should be deterministic enough)
Winning against AI in a sufficiently complex game looks very different than winning against a human.
A lot of units would be rendered useless because it's balanced for humans. That means the units they counter would be a lot stronger. I'm afraid it would probably just be a race to get the fastest rush.
Meta is still pretty fast, here's a SC1 AI finals: https://www.youtube.com/watch?v=LjSXj4cb_Yo
Here's the type of micro pro players can do: https://www.youtube.com/watch?v=xrAlhk98WxE±
They do say that they will limit the number of actions taken by the AI to focus on building a smart and strategic AI instead of learning gimmicky micro moves, but if one thing is sure, it's that even the best micro cannot win a StarCraft game if the macro is not on point, and bad choices are made (good luck micro-ing siege tanks against a swarm host!)
There's would not be one optimal strategy, but many optimal strategies depending on the matchup between units. By taking advantages in differences in movement speed, attack range, attack projectile speed, and attack cooldown, a weaker group of units can potentially beat a stronger group.
This is an older video that demonstrates some examples of winning with good micro: https://youtu.be/CdSKD3LRHV8?t=11. An AI knowledgeable of and capable of executing such tactics would be pretty strong.
One example is a sibling post's video of 100 zerglings against 20 siege tanks. For humans, the zerglings are capable of destroying only a handful of tanks before being killed of. For an AI with infinite APM, they can move all but an individual targeted zergling out of the way of the tank's splash damage. This allows them to take out all of the siege tanks with only moderate losses. Many such matchups will be tossed on their heads, and it's likely that one of them is totally game-breaking.
They regenerate, so the AI just has to keep them alive and do damage to win.
Like a real army :)
just to illustrate a point: on a sufficiently large map, i could have four times as many workers by the time your first set reaches my spawn.
if i'm playing Protoss against a Terran AI, i have an added advantage of worker regen without having to stop attacking.
Also, I'm pretty sure this is not something that DeepMind would do to "solve intelligence".