Exactly, a human doing 500 APM during intense moments is going to be way different than an AI bursting 1000 APM with pixel-precision during the most crucial moment in a game.
TLO spent a ton of time at >1000 APM and walked his army directly into enemy shots all the time. MaNa had much better control at ~400 APM. So APM is really irrelevant to control - for humans.
I suspect the AI, on the other hand, makes each action precise & count for something.
This graph, which I think was supposed to show that the AI was being "human", IMO is pretty damning. We saw the APM spike to >1000 during a critical moment and we saw the APM at <30 during lulls, so we know it uses its APM at important moments, presumably with important pixel-precise actions.
https://deepmind.com/blog/alphastar-mastering-real-time-stra...
As a hopefully illustrative comparison, you could give any top player a day of play time per move against the top Chess AI being given a minute of play time per move and the AI will still win. That's how much better the AIs are than humans now. There's no reason in principle this won't be possible with StarCraft AI too.
And then when you drop the APM limit, suddenly all the learned optimal ai strategies start falling apart, and the whole thing has to be relearned.
More annoyingly, there’s not much for human players to learn from innovative ai strategies that are based on inhuman accuracy of play (because we couldn’t possibly execute it).
StarCraft is more random than chess, so I do think it's possible humans will always be able to take occasional games off of fairly constrained AIs just based off blind luck in picking counter builds, it will be interesting to see what % that is.
Yes, I have one from it and wasn't even playing that high (I averaged less than 100 apm). I understand that it's a common problem.
"Liquid regretfully announces that Dario “TLO” Wünsch will be unable to play for the next few months due to the Carpal Tunnel Syndrome he experiences in both hands. He will however continue to be involved with E-Sports even as he takes a break from gaming to give his wrists time to heal. Sadly, this means that he will not be attending Dreamhack Summer or the Homestory Cup III as a player."
Most music should be playable without excessive risk of serious injury to arms / wrists / hands, but from what I understand very high notes on e.g. the violin are hard to play without using an over-flexed wrist, which is definitely a problem if playing music requiring such a position for long stretches of time, or many rapid switches between high and low notes.
Some of the string players with most risk are novices who have not been taught proper technique.
For professional PC game players, the design of the standard computer keyboard and furniture is absolutely terrible from an RSI perspective (worse than any common musical instrument, and without any of the design requirements of acoustic instruments as an excuse), and it is shocking to me that there has not been more effort to get more ergonomic equipment into players’ hands. The way game players typically use a computer keyboard is generally more dangerous than the way typists or e.g. programmers do. As someone who spent a few years thinking about computer keyboard design, I can think of at least a dozen straight-forward and fairly obvious changes that could be made to a standard computer keyboard to make it more efficient and less risky for game players. There is a lot of low-hanging fruit here.
Whether or not the equipment is changed, the most important single thing when using a computer keyboard (or any hand tool for that matter) is to avoid more than slight wrist flexion or extension, especially while doing work with the fingers. Excessive pronation and ulnar deviation of the wrist are also quite bad. Watching pro players, many of them have their wrists in an extremely awkward position while doing fast repetitive finger motions for hours per day without breaks, which is a guaranteed recipe for RSI.