Grandmaster level in StarCraft II using multi-agent reinforcement learning
deepmind.com
deepmind.com
AlphaStar is impressive but I don't think AI has quite dominated the game of starcraft as convincingly as it has go.
After 50 games, however, DeepMind hit a snag. Some players had noticed that three user accounts on the Battle.net gaming platform had played the exact same number of StarCraft II games over a similar time frame — the three accounts that AlphaStar was secretly using. When watching replays of these matches, players noticed that the account owner was performing actions that would be extremely difficult, if not impossible, for a human. In response, DeepMind began using a number of tricks to keep the trial blind and stop players spotting AlphaStar, such as switching accounts regularly.
From the Nature article:
I think that a human player's game would be significantly slowed down if they had to play without control groups. Accordingly, the ability to control units without having to assign them to control groups must be a very big advantage for the purpose of micromanaging units. It would be like playing a turn-based game when everyone else was playing in real time.
It's a complicated matter because it's (claimed to be) the first system that's doing so well in Starcraft II so it's hard to believe it just has a mechanical advantage. But on the other hand, Google is in a position to throw a lot more resources on training their system than most others, so maybe it's just a combination of having a ton of compute coupled with a slight advantage in how you can control your units.
If that is the case we haven't really learned anything new from Google's achievement: we already know that a powerful computer can do some things faster than a human (e.g. arithmetic). We also know that there are things that humans can do a lot faster and better than computers (e.g. learn human language). The question is if Google's system is getting better at something that computers are known to be not very good at, in this case, strategy, I guess. That would be something new.
Personally I'm still in my default position which is skeptical.
A common strategy in GM is to attack on one front with your main army and drop a small amount of units into the back of their base. The opposition has to decide between spending their focus on the main battle or the dropped units.
AlphaStar doesn't have to worry about this - there's no gap between focusing on the front and the back at anything similar to a human.
Players usually use add hotkeys for camera positions to allow them to move around the map fairly fast. We can imagine a human player in this scenario responding by going
* Some actions to move army/setup * Use pre-existing camera hotkey to go back to base, view situation * Setup a new unit group * Move unit group to base to head off attack * Move workers to avoid economy loss * Go back to battle * Setup camera hotkey for battle * Flick between two battles as needed * Move workers back
If AlphaStar can view the two locations without that lag or without setting up new camera hotkeys for movement, there's a definite and sizeable advantage before we get into the amount of EPM involved. An action that is setting up a hotkey is significantly less valuable than one using a spell/moving a unit/attacking.
Or is this just more of a passion project from Sergey and/or Larry that they’re personally choosing to fund?
Then, some R&D expenses can be tax deductible.
Regarding multi-agent deep reinforcement learning. If anyone has caught any of the League of Legends play recently streaming on Twitch leading up to the Finals. Particularly Faker and STK. DeepMind certainly has it's work cut out for them. Even 99.9% expert level human play won't be enough ;)
- WaveNet: https://cloud.google.com/text-to-speech/docs/wavenet - Data centre efficiency: https://deepmind.com/blog/article/deepmind-ai-reduces-google...
But yes, these are probably very small fraction of their research projects. Since Google declared to be an AI-first company, this is probably still a good investment to keep them on the bleeding edge.