8-Button StarCraft lets the AI take care of the complexity
bgweber.com
bgweber.com
Also, I think the beauty of starcraft is that it is extremely hard to master due to the complexity involved. Like chess, there are standard opening moves but beyond the initial sequences, the possibilities are almost endless.
I would like to see someone program a computer who could beat the best starcraft player. I bet that would make the IBM Deep Blue seem like a joke.
Deep Blue is ancient, modern chess programs make it look like a joke ;-)
In SC a program can abuse early some insane micromanagement to win before any hard strategy/positional decisions have to be made.
There is a trade off between speed and economy when doing an early rush. The attacking player will always have less attacking units than the defensive player due to the travel distance between bases. (Assuming the defensive player is prepared for the rush)
In addition, by the time any first tier attacking units reach you, it's always possible to have a defensive structure, which can deal fairly well with any sort of micromangement.
The attacking AI can abuse it's much much higher APM to do a lot of damage with less units. Like killing workers with zealots, zerglings or vultures.
>>In addition, by the time any first tier attacking units reach you, it's always possible to have a defensive structure, which can deal fairly well with any sort of micromangement.
Defensive structures are 1. expensive and 2. can be bypassed. An AI can use the same resources, human spent on defense, to expand or tech, easily winning the game.
To me, the most interesting part is seeing what kinds of AI architectures can simultaneously deal with real-time action across all the levels of complexity--- micromanaging individual units while also making unit-group-movement decisions, build-order decisions, expansion decisions, teching-up decisions, etc., which coordinate with each other. That might need a different game or a variant, though; it's possible that Starcraft is now too much like chess, where people have already mapped out giant databases of opening books (you can find detailed information on various SC wikis about exactly when to build different things in which order, what to build to counter other strategies, etc.). So it might be that a computer perfectly executing one of those hardcoded strategies with perfect micro is too close to optimal to be interesting. But I'm not sure that's true yet; current bots are actually not too great.
Alternately, someone could make an APM-limited variant to handicap the computer a little closer to human clicking speed. That would introduce a strange optimization problem where the AI would need to optimize its click usage as a limited resource.
And I disagree that insane micromanagement will win the game. In the opening moves, there's only so much micromanagement you can do since you're limited on resources , technology, and units. And by the time where lots of micromanagement comes into play, there are already a lot of strategic decisions made that could easily affect the outcome of the game.
"John Davison recently claimed that games are "Too Big and Too Hard". I have addressed this issue by reducing StarCraft to 8 buttons."
Or is it too early in the morning for satire?
Heh, small world. Michael Mateas was my CS2260 professor at Georgia Tech and I was in the last class he taught before Michael left for Santa Cruz. For those wondering, 2260 was Media Device Architectures, a class based around coding for the GameBoy Advance. Here was part of the game I made for our final project: http://www.flickr.com/photos/pauls/133005425/
course: http://www.cc.gatech.edu/classes/AY2006/cs2260_spring/
You can replace them all with one big button labeled "Play Starcraft", then sit back and watch it win for you. Like this:
This is the ultimate programming game!
Awesome.
Zealot | Dragoon | Observer | Reaver | Carrier Attack | Defend | Expand
The expand button is my favorite...