So instead of fixing the unfairness... they tried to hide it?
So instead of fixing the unfairness... they tried to hide it?
> 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.
framing it like the agent was doing some sort insane play, when the reality is the main evidence of a player being alphastar (other than its garbage decision making) was the fact that it wasn't using hotkeys!
The configuration of control groups is visible in replays; AlphaStar's replay data does not have any control groups in it.
Though, via its API, it is able to select arbitrary groups of units from anywhere on the map.
Personally, I would have loved to see it work through control group management because I think that is something that is important and steals attention away from humans. But probably to the researchers, it is just annoying data to model that doesn't get to the "core" of StarCraft.
Similarly, AlphaStar would not play with group hotkeys, but use a different technique. However, in none of the analyses, people noticed things that would give AlphaStar an unfair advantage.
One of the videos I watched compared APM (Actions Per Minute) with EPM (Effective actions Per Minute). AlphaStar always has them nearly identical, which would be (according to him) basically impossible for humans.
Error rates, EPM and APM are all red herrings.
Scrolling screen is a major action to gather info and control units.
If one can control near edge units without scrolling it gives more stable view and lower chance of making mistakes.
That humans cannot reliably perform these actions because of the limitations of our corporeal form means that Alphastar has an advantage over a human player. Limiting APM isn't enough.
One could, of course, add more restrictions (like not noticing things on the minimap all the time...), but that's not what's it about anymore. At this point, micro is comparable to humans, and we can start to compare macro and strategy.
Fwiw, when I watched some of the replays, I was disappointed by AlphaStar. It's a very consistent player with few mistakes, but it isn't very reactive and definitely not inventive. Instead of switching tactics when things don't work out, it generally continues with the chosen strategy. Often, that's enough: a well executed strategy with few errors often wins, even if it wasn't optimal.
I think this is hits the chord with why a lot of people are talking about this bot as cheating more than they are being outplayed.
It's like fighting an aimbot in an FPS. They arent outsmarting you, but the mechanical consistency is inhuman and you are unable to force mistakes. At best itll feel like playing someone on their best day.
The heart of gaming, and why starcrat2 in particular is popular, is finding ways to play around each others mistakes.
Honestly, they should reduce Micro to the point that humans can bully it a little bit. How does the AI handle finding new ways to trade units to its advantage against a mechanically stronger opponent? How does it try to bait the human into having to take fights with unfavorable units / strategy.. as opposed to beating through them with mechanic mastery
Where alphastar shines, is in making a strategy work. It won't attack into something that looks dangerous. It won't forget to build more units. It won't be distracted on two fronts. (That said: Alphastar did some really stupid mistakes as well.)
I agree with you, though: it would be much more interesting, if Alphastar was actually handicapped in the micro (at least at a later point in the game). Then it would really need to find interesting strategies and counter opposing units with more cost-efficient ones.
I guess I need to learn more about the details here. Robotic consistency is a significant advantage, so unless it is handicapped I dont think the result is much of a leap from what we learned by it being insane at micro.
You can feel consistency on your opponent and it is extremely intimidating. Usually, players are consistent at different things.. like my micro might be much better with marines than tanks. To have consistent human-level micro across all units is already a huge advantage.
I agree the aimbot comparison is excessive, but the hyperbole was good for getting the point across.
You could take an fps AI with aimbot, and give it 220 ms input lag to say it doesnt have advantage over players anymore - but its still going to climb to the top of the ladder system because it isnt going to miss. It is either advantaged at aiming or disadvantaged based on that 1 number
One of the things people noticed in replays was the lack of control groups and in the case of zergs, the ability to select larvas directly, which no player ever does. It could have been as simple as removing these quirks.
It might have some minor unfair advantage in terms of being able to click with pixel perfect accuracy, but they're marginal and from watching this project evolve, it's pretty clear that the strategic planning aspect of alphastar has indeed become better than humans.
"Agents were capped at a max of 22 agent actions per 5 seconds, where one agent action corresponds to a selection, an ability and a target unit or point, which counts as up to 3 actions towards the in-game APM counter. Moving the camera also counts as an agent action, despite not being counted towards APM."
This is worse micro than top human players.
Is that supposed to be an intention in design? I'd figure an AI could easily outplay a human if that weren't the case, given its inherent advantages (e.g. better accuracy, the ability to instantaneously prioritize which units to blink in/out).
For example, [this](https://youtu.be/pETcAm82vXU?t=322) game is one example where an AI could perform even better using such tactics.
EDIT: another commenter mentioned it would make the game too unfair, so it was an intention in design.
100 zerglings vs. 20 siege tanks. Without insane micro the zerglings barely kill 2 siege tanks. With insane micro the 100 zerglings mop up the whole army with ease.
It's fascinating & fun to watch, but if your goal is to make an AI that can out-think a human it's super not useful, either.
This is not true. Top-level human players take into account who their opponent is, what builds they've used in recent games, their proclivities, strengths, and weaknesses. In a 7-game match they'll intentionally use builds which (in order to deceive) appear the same but have very different effects.
AlphaStar has better strategy than other AIs, but that's a low bar. My young son has better strategic appreciation of the game, and easily points out the difference between good strategy and AlphaStar's next-level micro.