In Starcraft 2, it would be fantastic to individually control all 16 marines in your 2 medivac stim timing, pulling them back when they become the targets nearly instantaneously, perfectly shuffling them into/out of the medivacs, while focus-firing the defenses. Another example would be a reaper rush, a beastly AI could in theory micro 5-7 reapers individually, potentially breaking the game as human fingers/muscles/nerves have limits that CPUs and GPUs do not have.
The latter concern, about sheer speed and potentially limiting APM of the Starcraft 2 AI, is a very interesting one. It would be interesting to allow the AI to match the average APM of the Global Finals players, for instance, which might be around 300 actions per minute. If the computer was allowed to utilize 3,000 actions per minute, it could surely perform much greater feats of micromanagement.
The largest edge I see human players having vs the Starcraft AI would be something strategic, get a sense for how the AI plays then pull off a specific strategy which counters it. It may not work well in the current human-meta, but perhaps the AI will have its own meta that you can out-think it on?
Single unit pullbacks, medivac shuffling, and focus firing, all together, are commonly seen in pro-level matches. The guys are superhumanly insane. The current pro players can sustain 500 APM during battles. The only reason they don't do this even more is that they are usually fighting on two or three fronts at the same time, while managing base and unit production to the second.
The real limit of the players is the single viewport and the single instruction input pipeline. Managing dozens of units with those heavy restrictions is pure madness. That's the main difference between RTSs and MOBAs. MOBAs are defined by strategy and tactics, teams win and lose because of those two factors (at pro levels). A game like Starcraft II adds another factor: players can simply break down when they're not able to keep up with the game. Even at pro level, players can be overwhelmed by the amount of information they have to process in tenths of a second, over and over again, for 15-25 minutes, or they can get into a spot where there's too much to do and not enough time to do it.
AI has two advantages. It has better information channels, in the form of perfect vision, while humans have a single pair of eyes that have to scan through the screen. It also doesn't get tired over the course of the game.
Not to the level AI can do it. Did you see the video where zerglings dodge tank shot splash? a human could never do that
Perfect micro against siege tanks is impossible for humans, because the time between the beginning of the shot and the moment the damage is applied is seen by us as instant. The game features other units where that time is bigger, and pro-level games usually feature perfect micro on those instances (e.g. widow mines, banelings, disruptors, locusts, hellions...)
Consequently, limiting he AI's APM only adds a meta-game around APM planning that a human still would have a hard time to maintain.
Incorrect. It was with Starcraft 1, a custom map called Aeon of Strife (AoS).
https://web.archive.org/web/20101111183559/http://www.getdot...
It was specifically trained to do that (https://blog.openai.com/more-on-dota-2/) and the devs made edits to the model to improve it (https://twitter.com/Smerity/status/897959521661759488)
> Creep blocking can be learned from scratch. For 1v1, we learned creep blocking using traditional RL with a “creep block” reward. One of our team members left a 2v2 model training when he went on vacation (proposing to his now wife!), intending to see how much longer training would boost performance. To his surprise, the model had learned to creep block without any special guidance or reward.
a baseball "player" that can hit a homerun on every swing. or throw a 150mph fastball.
a basketball "player" that can make every single shot. you dont even need to defend that well when youre shooting 99%
a "golfer" that can get a hole on one in every hole
emulating human movement and agility will keep a few more sports safe, but not for long. im just sitting here waiting for the robot olympics
Sure we can make a basketball shooting machine with a high accuracy, but one that participate in a game, dribble, pass etc? Near impossible with today's technology.
The requirement that it'd be humanoid is just an artificial restriction that reveals you are not really asking for the best basketball machine that can be made.
https://www.washingtonpost.com/news/the-switch/wp/2015/03/24...
But because the agents were all trained together, they kind of operate as a unit.
Coordination
OpenAI Five does not contain an explicit communication channel between the heroes’ neural networks. Teamwork is controlled by a hyperparameter we dubbed “team spirit”. Team spirit ranges from 0 to 1, putting a weight on how much each of OpenAI Five’s heroes should care about its individual reward function versus the average of the team’s reward functions. We anneal its value from 0 to 1 over training.
(I never played dota2, that's all I know about the game ;)