AIs vs Humans - Next Battle: Starcraft (businessinsider.com) 173
braindrainbahrain writes: Having conquered checkers, chess, and more recently Go, artificial intelligence research now looks at the next frontier: the popular real-time strategy game of StarCraft.
Blizzard Entertainment's president reached out to Google's DeepMind researchers last month, who are now describing StarCraft as "our likely next target". But many top StarCraft experts believe AIs will fail because "Unlike machines, humans are good at lying," reports the Wall Street Journal. An executive at the Korea e-Sports Association tells them "It's going to be hard for AI to bluff or to trick a human player."
One University of Alberta computer scientist David Churchill counters that âoeWhen the AI finds that the only way to win is to show strength, it will do that. If you want to call that bluffing, then the AI is capable of bluffing, but there's no machismo behind it." Unfortuantely, for five years Churchill has been running AI-vs-human StarCraft tournaments, and "So far, it hasn't even been close... Using a mouse and keyboard, the world's top players can issue 500 or more commands a minute," the Journal reports. But they add that now both Facebook and Microsoft are also working on small StarCraft AI projects.
Blizzard Entertainment's president reached out to Google's DeepMind researchers last month, who are now describing StarCraft as "our likely next target". But many top StarCraft experts believe AIs will fail because "Unlike machines, humans are good at lying," reports the Wall Street Journal. An executive at the Korea e-Sports Association tells them "It's going to be hard for AI to bluff or to trick a human player."
One University of Alberta computer scientist David Churchill counters that âoeWhen the AI finds that the only way to win is to show strength, it will do that. If you want to call that bluffing, then the AI is capable of bluffing, but there's no machismo behind it." Unfortuantely, for five years Churchill has been running AI-vs-human StarCraft tournaments, and "So far, it hasn't even been close... Using a mouse and keyboard, the world's top players can issue 500 or more commands a minute," the Journal reports. But they add that now both Facebook and Microsoft are also working on small StarCraft AI projects.
AI could with by cheating with insane micro (Score:3)
Re: (Score:2)
They do already. There's an API and actual AI competitions:
https://github.com/bwapi/bwapi [github.com]
Re: (Score:2)
Re: (Score:2)
Re: (Score:3)
It's definitely keyboard, not mostly mouse. I think APM of 300 is more normal, but peaks of 500 happen. But APM includes things like "spamming" hotkeys, where you hotkey your buildings to say keys 4, 5, 6 and flick through them to check whether they're done building/training, and clicking like crazy before a unit can train yet (to make sure it starts ASAP). Example of Flash playing SC2 [youtube.com].
There's another thing called EPM, which is Effective actions Per Minute. That eliminates most of the spammy kind of things
Re: (Score:2)
Re: (Score:3)
What I don't get is how a human issues 500 commands in a minute? That's more than 8 per second? What kind of commands are we talking about here? It's been a while since I last played Starcraft, I remember most stuff was mouse based except for some shortcut keys, how do you move the mouse so fast? Any good videos to see these guys in action?
Watch them play on Twitch.tv. The players go pretty fast and can't even follow what they are doing.
Re: (Score:2)
Re: (Score:2)
Yeah, they do. I think it's kind of like keeping a rhythm. Like if you slow down, it's hard to speed back up when you need it? Unsure. My old man fingers can barely play HotS, and that's controlling one character.
Re: (Score:2, Insightful)
For instance, micro [manage units] so they never stay closer than their maximum range...
The player is effectively commanding AI already. If we want to test strategy not fast twitch processing then such features should be added to the unit's AIs that both the strategic AI and players command. in other words: If the troops you nest into battle can't "never stay closer than their maximum range" on their own, then you have stupid troops who need to be replaced with smarter troops, i.e., if the AI wins because the game is an unrealistic simulation that favors AI's winning then it doesn't say shit
Re: (Score:2)
Re: (Score:1)
I'm not sure how insane micro would be cheating, it is simply the computer being better at micro than humans. Knowing the DeepMind team they will be using the same inputs/outputs as the human players so the AI will not be able to actually cheat in any way. And as far as strategy is concerned, do you really think Starcraft strategy is much more advanced than Go strategy? Personally I doubt it (in fact given the frantic nature of Starcraft matches I would rather think that the strategic component would be rel
Re: AI could with by cheating with insane micro (Score:1)
Re: (Score:2)
Yes, but there is a big but. All units in Star Craft has to wind up to attack. This costs frames. And then there is attack range.
So if you move, you can't attack. If you attack, you have to cancel it to move. To micro a unit away from enemy range, he has to stop attacking. To counter a enemy, you some times need to strategically kill units in order to allow things like boxing.
Now, the AI will have 1 advantage over humans, one really important: Its only limited by one command per frame. Pros already manually
Re: (Score:2)
Too bad there is no Phoenix in Starcraft
Re: (Score:2)
Re: (Score:3)
I'm not sure how insane micro would be cheating, it is simply the computer being better at micro than humans.
Because it's not showing intelligence, it's being able to click fast. We already know computers can click faster than humans, that's not a question.
The "Starcraft AI" is a thing because they are trying to improve the intelligence of computers. If all they do is click fast, they have cheated on the goal of intelligence.
Re: (Score:2)
Because it's not showing intelligence, it's being able to click fast. We already know computers can click faster than humans, that's not a question.
The "Starcraft AI" is a thing because they are trying to improve the intelligence of computers. If all they do is click fast, they have cheated on the goal of intelligence.
Just like a autonomous car is "cheating" because it has a faster reaction time than a human? If an autonomous car is a safer driver than a human, who cares how it "cheats"? For starcraft, if it really became a problem then limiting both humans and AI to X actions per second would be a reasonable compromise where X is what a fast human can do but it's still quite an accomplishment if AI can beat a human in an open ended game like starcraft.
Speaking as a intermediate starcraft player, I think starcraft woul
Re: (Score:2)
Just like a autonomous car is "cheating" because it has a faster reaction time than a human?
No, you're not thinking. The goal of an autonomous car is not to show intelligence, it's to drive autonomously. If it does that, cool, problem solved.
The point of building an AI to play Starcraft is to show intelligence. If all it does is dumbly click and micro a single marine to victory, then that's cool, but you failed to show intelligence.
Speaking as a intermediate starcraft player, I think starcraft would be a better game if either the number of actions per second were limited or if there was more scripting available for the human player
If you're below masters, that is not why you lose. I constantly beat people with twice my APM. The key is to build more units faster; again, if you're not in master
Re: (Score:2)
Rather, you should never have a large stockpile of minerals or vespene gas. If you have 50 minerals and you're not saving it for a siege tank or building or something, why the hell didn't you build a marine?
Re: (Score:2)
Re: (Score:2)
This is why I never enjoyed StarCraft 2 as much as the original. APM is where the focus went in multiplayer. It's obvious because in the single player, the units are far more autonomous. Built SCVs automatically start harvesting, units are smarter on their own etc. All of that goes away in multiplayer matches.
And this is the key issue. Computers winning at micro is trivial. All you have to do is stop making the units in the game autonomous at all (mini AI to help the human). Just make the game so that human
Re: (Score:2)
Built SCVs automatically start harvesting, units are smarter on their own etc. All of that goes away in multiplayer matches.
Uh, bro, SCVs automatically start harvesting in multiplayer, too. Click on your command center and then right-click on a mineral patch, and they'll start going where you want.
The micro and mechanics in sc1 are much more difficult.
Re: (Score:2)
Speaking as a intermediate starcraft player, I think starcraft would be a better game if either the number of actions per second were limited or if there was more scripting available for the human player. It sucks when the winner is the person who clicks the fastest instead of the person with the best strategy. I like RTS better than turn based but maybe some middle ground where it's realtime but there is a "click meter" that gets depleted might level the playing field a bit.
So in other words, you don't like the fact that some players have an advantage over you because they are more skilled in one aspect of the game, so you want that skill to no longer be a determining factor in who wins? I mean, why not just demand they remove everything you're not good at, thereby making you a top tier player not through personal improvement, but by bringing the skill ceiling down to you.
Re: (Score:2)
So in other words, you don't like the fact that some players have an advantage over you because they are more skilled in one aspect of the game.
It has nothing to do with me being unskilled at it. I said I think it would be a better game. Starcraft was fun when I first started playing it and it was who could outsmart the other team. It became a lot less fun when it became who can churn out units the fastest and/or micromanage the best. That's just not fun to me. Now as a programmer, writing AI to compete with other AI on starcraft, that I would enjoy but I no longer enjoy playing starcraft as much as I used to because I don't like the micromana
Re: (Score:2)
Clicking fast is a "skill" but the bigger question should be which is more important? The "Real Time" or the "Strategy?" If it's more important to make things real time, then why have units with any autonomy at all? If clicking fast is the skill we are competing on, make resource gathers need to be manually told to return cargo and then go get another load. If the strategy part is the point of the game, then clicking fast shouldn't be an overwhelming advantage. And especially in StarCraft it is, especially
Re: (Score:1)
Re: (Score:2)
But the goal isn't to "make intelligence", it's the same as chess and go - to win the game.
We already know computers can win with insane micro, so cool, but if someone achieves that, no one will be impressed.
It's not even a worthy goal.
Re: (Score:2)
And as far as strategy is concerned, do you really think Starcraft strategy is much more advanced than Go strategy? Personally I doubt it
I would agree Go strategy is more advanced, I also believe the tactical maneuvers in Starcraft require far more general intelligence than the strategy of either game. Deciding where to put a stone in Go requires far more strategic thinking than where/when to attack or what build order to use, but the process of acting on those strategic decisions is far different. Exactly how to attack, what units to target, when to evade units, how to evade units, what formation to use, etc. places far more decision making
Re: (Score:2)
"cheating"? They're not cheating, anymore than you're cheating by using your hands and eyes to play the game. It's an AI vs Humans contest, you don't get to set the rules, especially you don't get to transfer the rules of the Humans vs Humans contest into this. The AI has special abilities, just like humans, they should be allowed to use them. I've seen the AI controlled marines escape swarms of banelings or ultralisks, they already beat humans, and it has nothing to do with "intelligence"
Re: (Score:2)
Re: (Score:1)
I dont see why each AI challenge is meet with humans will win.
Computers are no good at lying is that a joke? (Score:5, Insightful)
First off it's very easy to write an algorithm that lies and misinforms when optimal. Second, and this is a joke, have you ever seen a progress bar be accurate when downloading or installing something?
Re: (Score:3)
this is a joke, have you ever seen a progress bar be accurate when downloading or installing something?
There is a difference between being able to lie and being good at lying. Everyone knows that progress bar is wrong, so that is bad lying. Good lying would being able to convince you it is right and making you do something different than you would because of the lie.
Re:Computers are no good at lying is that a joke? (Score:4, Informative)
If you've watched any advanced Starcraft tournament games, the end result usually comes down to players' ability to micro while maintaining these build queues (an AI would probably win at those), or to bluffing. That's when you fake out an opponent by showing him a unit or building to make him think you're going for a certain build, but then you go for a different build. Your opponent scouts you, guesses what build you're going for, and modifies his build to counter yours. But you know you've been scouted so you change your build. Then when he's built up his army and encounters you again, he finds you've switched to a different build that his is ineffective against. And since different builds require different buildings and technology trees, it's too late to switch builds. Your opponent has to try to hold on with his inferior build as best as he can until he can get a new tech build up and running, all the while hoping your next tech shift won't counter that.
This is why in Starcraft it's not just important to scout, it's important to know how much of your base your opponent has scouted. You'll see advanced players do all sorts of crazy things like start constructing a building, then when their opponent's scout has left or been killed, they'll destroy the building and construct a completely different one. All the unit strength the AI can muster won't do it any good if the human has bluffed it into building ground combat units, while the human has built up a massive army of air units. And like the early computer chess games, once word gets out that an AI is vulnerable to a certain bluff, people will abuse it over and over.
Re: Computers are no good at lying is that a joke? (Score:3)
You seem to think a computer can't understand probabilities and can't learn from prior mistakes. That's a false notion. If a computer keeps falling for the same trick it can adjust itself so it acts more probabilistic.
Re: Computers are no good at lying is that a joke? (Score:4, Interesting)
For years, Ty Cobb famously overran 3rd base instead of stopping every time a certain player fielded the ball. That forced the player to throw the ball to third base to force Cobb back. Eventually the player got used to Cobb overrunning third base and his throws to force him back got lazy and slow. Then one day in an important game with the score tied, Ty Cobb overran third base, the player made a lazy throw to third to force him back, and Cobb broke for home and scored the winning run.
Really good players develop an innate sense for when an opponent is bluffing. I can't explain how it works, but I know it does. When I was kid, I had this innate sense for The Price is Right. I could predict with about 95% accuracy when the announcer was going to say the prize was a new car. I have no idea how I did it, but my subconscious was getting some sort of signal from the inflection of his voice or the delay in his speech or something that told my conscious mind that he was going to say a new car. Ty Cobb was also exceptional at this sort of thing. When a teammate once asked him how he was able to hit so well against a certain pitcher who gave everyone else problems, Cobb replied that the pitcher's ears wiggled every time he was about to throw a curve.
This works when your mind is flexible enough to consider all possible inputs, even the seemingly irrelevant ones. It doesn't work with an AI programmed to look at only a limited number of "important" inputs to keep the CPU load down.
Re: (Score:2)
the end result usually comes down to players' ability to micro while maintaining these build queues
Also positioning, and building the correct unit composition to counter your opponent, and also knowing where to attack. Some strategies are really complex, here's an example where positioning is more obvious than normal [day9.tv].
re: about micro, not strategy (Score:2)
Yes, 100% truth!
I've been playing a lot of SC2 lately, and it's a really strange thing with that particular game.
I find that it's really enjoyable, trying different variations of strategies and a certain thrill in pulling off such things as heading off a whole army of units as they're on the way to destroy your base, using only a couple of Ghosts with nukes. Or strategically building a bunch of Void Rays in a far corner of the map that the enemy hasn't even explored yet, so you can suddenly bring a fleet of
Re: (Score:2)
I agree. Computers don't have to lie. Meaning, they will be able to arrive at the same actions without knowing that we'd see it as lying. But they'd still do it. They don't have to know why, they just have to know that certain actions correlate to success given certain situations.
Re: (Score:2)
Re: Computers are no good at lying is that a joke? (Score:2)
How would a human be any better than a computer at that dice cheating? A human would get caught just as easily as a computer.
Spades AI Lies (Score:2)
The spaces AI on many online versions of the game are good at lying. Especially if they say they will cover you when you, their partner, goes null.
Re: (Score:2)
The way the AI will play will likely involve neural networks trained on past games by champion level players. If lying forms an important part of those games, then the AI will learn to lie.
Data vs the Zackdorn (Score:4, Interesting)
Re: (Score:2)
Another big problem is training resistance (Score:3)
It seems like an AI would be really susceptible to being "trained" to react in a certain way by a player, who could then take advantage of that by sending up fake signals early and doing something that takes advantage of the anticipated AI response.
That may seem the same as "AI's cannot lie", but it's actually more about an AI being more susceptible to bluffs than a human player would be.
Re: (Score:2)
Re: (Score:2)
The same could be said of human players. The key is that in tournaments you only play each opponent a few times at most, so the opportunity for training is somewhat limited.
Having said that, IBM's computer did it to Kasparov by making the same mistake a few times, and then when he tried to take advantage again countering it. IIRC the engineers had to manually program it to avoid the trap though, it wasn't something the computer planned to do.
Just a Blizzard publicity stunt to stay relevant (Score:4, Funny)
Blizzard is a dying company. HOTS is a huge flop. Overwatch will also be a flop. Starcraft is basically dead. Diablo has a following and Hearthstone is the only real hit they have. WoW is kept on life support by the fanboys. After the next expansion flops again it will finally die.
Re: (Score:1)
Imagine how much money you're going to make when you short their stock. You'll be rich I say! Rich!!!
Re: Just a Blizzard publicity stunt to stay releva (Score:3)
Re: (Score:2)
Re: (Score:2)
Blizzard is a dying company. HOTS is a huge flop. Overwatch will also be a flop. Starcraft is basically dead. Diablo has a following and Hearthstone is the only real hit they have. WoW is kept on life support by the fanboys. After the next expansion flops again it will finally die.
You'd best stick to gaming because with predictions like that your budding career as a financial analyst is likely to be undistinguished.
While I don't completely agree with the guy, I don't think he's completely wrong either. I don't think HOTS will be successful and Overwatch is a big question mark. But in both case, I got the "Too little, too late" feeling.
But he's wrong about Diablo 3, with 30 million copies sold I can hardly call it a flop. Also, the WoW is heading to it's end. But I've no doubt that they could make WoW2 successful when the first onewill die.
Re: (Score:2)
While I don't completely agree with the guy, I don't think he's completely wrong either. I don't think HOTS will be successful
HoTS is over, and it was successful. The most recent release of Starcraft was LoTV, and it was also a huge success. Furthermore, it's brought people back to the game who haven't played in nearly half a decade. Furthermore, LoTV is tons of fun.
Re: (Score:2)
HoTS is over, and it was successful.
was? Is the past tense intentional?
Either way, I guess it depend of your definition of "successful". In my mind, if they don't get even close of DOTA2 and LOL number, it won't be a success and it won't survive for long.
As for Starcraft II, I've read a number of a few million but I wasn't able to find it's total number of sales. But, keeping Diablo III 30 millions in mind, I wouldn't call it a huge success, Diablo III was.
Re: (Score:2)
In my mind, if they don't get even close of DOTA2 and LOL number, it won't be a success and it won't survive for long.
Even starcraft 1 is still surviving and has a scene, heck, even smash brothers has a scene and has survived, so you're not thinking very clearly.
Re: (Score:2)
Even starcraft 1 is still surviving and has a scene, heck, even smash brothers has a scene and has survived, so you're not thinking very clearly.
We're talking business here. So unless you show me some source of major income from it, Starcraft 1 popularity today doesn't worth much except for the IP (which show in the sales of Starcraft II).
And I'm not quite sure where you're going with this, all I'm saying is that, in my mind, the last two AAA game of blizzard (Overwatch and HOTS) won't achieve the success of their other IP (Warcraft, Starcraft and Diablo).
Re: (Score:2)
And I'm not quite sure where you're going with this, all I'm saying is that, in my mind, the last two AAA game of blizzard (Overwatch and HOTS)
Bro, HOTS is not the latest game from Blizzard.
Re: (Score:2)
And I'm not quite sure where you're going with this, all I'm saying is that, in my mind, the last two AAA game of blizzard (Overwatch and HOTS)
Bro, HOTS is not the latest game from Blizzard.
Yeah, another guy just pointed out that HOTS is the acronym for both Heroes of the Storm and StarCraft II: Heart of the Swarm. I'm talking about Heroes of the Storm.
Re: (Score:2)
Re: (Score:2)
It sounds like some unfortunate acronym confusion here:
Starcraft II: HotS = Heart of the Swarm
HoTS = Heroes of the Storm
Oh my god, I didn't notice!
One of Starcraft II expansion got the same acronym as Heroes of the Storm.
Re: (Score:2)
Yes Heroes of the Storm is a flop. Question. How many NEW players will start playing Starcraft and WoW? I said Diablo has a following/player base. Overwatch @$60 will flop. In 6 months Overwatch will be just like Battlefront is now. Dead. Blizzard is the Microsoft of games companies. They are now putting out games no one wants to play except the die hard Blizzard fanboys. You know because it's a Blizzard game. Tell me how Overwatch is $60 and TF2 is still free.
Re: (Score:2)
Yes Heroes of the Storm is a flop. Question. How many NEW players will start playing Starcraft and WoW? I said Diablo has a following/player base. Overwatch @$60 will flop. In 6 months Overwatch will be just like Battlefront is now. Dead. Blizzard is the Microsoft of games companies. They are now putting out games no one wants to play except the die hard Blizzard fanboys. You know because it's a Blizzard game. Tell me how Overwatch is $60 and TF2 is still free.
You can't blame Blizzard to try creating new IP. And, worst case, they could create a D3 extension and millions will sell. They got many "easy-cash" option.
Re: (Score:2)
Uh.. Overwatch is only $40, at least on PC. There's a fancy version with extra skins and stuff for other Blizzard games, which is $60. No idea what console versions will cost, though.
Unfortuantely (Score:1)
Total Annihilation (Score:2)
They should do this with Total Annihilation and see what kind of behavior the AI comes up with.
There was some fun, and devious, stuff in TA -- like using your robot troop transport to fly into an enemy base, kidnap the Commander, and then self destruct.
Tactics that weren't documented, and only emerged in the community over time as they were discovered.
Cheese-o-matic (Score:3)
As An AI Researcher (Score:5, Interesting)
I'm a CS Masters student doing a thesis on a RTS AI. Computers can beat humans, we just haven't tossed enough CPU at it yet. RTS are exactly the same as checkers, chess, go, etc... except you have more pieces, more board positions, and more than one piece can be moved per turn. To reduce that into something computable, you need good abstractions. Once you have those the game becomes a tree search, same as all the board games. Google/IBM can bring enough computing resources to the table to win. There are some bumps in that: imperfect information, teams, etc... but they don't change the core algorithms.
Computing the entire game tree is too expensive. They'll probably do it at a unit/battle level, at a squad level, at a city level, and at a long term strategy level. Doing things at different levels greatly reduces the search space. From your training data you'll know how well you can expect the battle manager to handle an upcoming attack with an expected loss of XYZ at some probability, so the strategy component doesn't need to bother with all the minor details of how to fight it.
500 commands a minute? That's nothing. With the computing resources of a super computer, expect the AI to be able to issue an order to every individual unit every game turn. And yes, at the game engine level all real-time strategy games are actually turn based.
When you have the resources, a tree search over a game's state space with a little bit of memory (so the enemy can't get your units stuck in a circle) is effectively unbeatable.
Re: (Score:1)
Re: (Score:1)
Re: (Score:2)
When you have the resources, a tree search over a game's state space with a little bit of memory (so the enemy can't get your units stuck in a circle) is effectively unbeatable.
? A tree search branches so quickly that it doesn't matter how many resources you have, you can't possibly calculate them all. That is where the intelligence comes in: figuring out what branches to prune.
Re: (Score:1)
Unbalanced and boring competition (Score:2)
As far as I understand micro in games like Starcraft, a computer ai should have a huge advantage. In a battle a human player will usually direct the fire of several units at once. A computer would direct every single unit and point it at the optimal target and also move away units that have taken fire. Starcraft II marines do a stutter type movement, for example, where they use the pause between shots to move, loosing almost no fire time. Thus a computer player would have perfectly balanced health, every ti
Re: (Score:2)
Re: (Score:2)
...but more importantly, limited information. In checkers, chess, go, &c all players have perfect information. In Starcraft, you have the "fog of war", which adds a different dimension to the gameplay (i.e., the importance of scouting and the possibility of deception).
Re: (Score:2)
Wasn't the whole point about a computer beating a Go master that the game is so complex it can't be reduced into a tree search? They had to go beyond simply mapping out all the possible moves and counter moves, like they did with Chess. In fact, even with Chess they but in a lot of biases for proven strategies.
Re: (Score:2)
Wasn't the whole point about a computer beating a Go master that the game is so complex it can't be reduced into a tree search?
FWIW it was still a tree search, they just were more efficient at pruning than they were with the chess engine (much more efficient).
Re: (Score:2)
Civ V (Score:3)
How about they work on writing an AI that can play a competent game of Civ V without cheating.
RTS is much less interesting since a big component of RTS is actions per minute/reflex based. Of course a computer is going to be better at that.
Re: (Score:2)
Re: (Score:2)
I'd like to point out a few things:
1. Google and their competitors are working on this same problem.
2. Operating Skynet is going to be closer to a Starcraft-esque RTS than Civ V.
3. There can only be one.
Re: (Score:2)
Oh yes please. Apart from the great, scientific achievement that would be, us Civ fanbois really need a somewhat competent Civ V AI to make the game suck less.
Re: (Score:2)
Thanks. I've actually been eyeing that for a while now, but it lists all the wonders and leaders DLC as requirements. I'm waiting for another Civ Steam sale to get them, as there's no way I'll pay 50 bucks to scrape all that DLC together.
Re: (Score:2)
Civ V was a full-on regression.
I wouldn't even say that, just that by moving to 1-unit per tile (which is awesome, in theory), they made the problem an order of magnitude more complex for an AI to accomplish. Much easier to move a stack of doom to a rallying point ala Civ4, than to shuffle units all over a grid ala chess, but with 100 unit types and different terrain types to handle.
From a UI perspective Civ V is a huge jump over the previous games.
starcraft is about speed (Score:2)
a significant limiting factor in playing starcraft is players ability to manage a large number of units at the same time. with a machine, speed is not an issue, so it will always win by that measure. chess and go didn't have a time component to them, so it was purely about strategy. the only way to make a battle of starcraft a fair fight over intelligence is to slow the game down to requiring both players to agree to move on to the next event cycle (aka "tick") in the game. it would be an absurdly slow
Go? Chess? Big deal. (Score:2)
Re: (Score:2)
Actually, I bet a sufficiently-well-trained AI could win at CAH (for values of "win" equal to "get the most black cards"; in practice everybody wins in a good game of CAH). Even without a camera watching player expressions and so on, an AI can learn combos that work well (and who they work well for), and see all kinds of relations between cards in terms of how different players react to them. It would take a lot of training - quite possibly an infeasible amount - to be good enough to beat *arbitrary groups*
Re: (Score:2)
How about beating humans at something like Cards Against Humanity? Or Werewolf?
I'm still looking for the computer that can beat me at boxing.
Starcraft API (Score:4, Informative)
The API is for the Starcraft Broodwar. If anyone knows of an API for the more recent Starcraft II, please post.
Toy world problems (Score:1)
Starcraft is too much of a toy world to be convincing of AI capabilities.
A grander challenge, but still toy-world, would be some smaller games, like the Space Station 13 series. Unlike Go, Star Craft and other games, SS13 success relies on some degree of co-operation between players.
Teenagers, especially, use natural language and anti-language, with words and expressions that only small groups within the "in-crowd" understand. Once adults (or AIs?) start using the same groovy words, kids will often then sta
So funny that Starcraft players say theyre unique (Score:1)
I mean seriously. ha ha hahah HAHA HAA H HAH AHAHAHH HAHHAHA ha he he heh heh.
Chess players ,jeopardy players, go players all laugh and weep at the same time in sympathy for you.
Yeah, right ... (Score:2)
"A machine isn't good at lying."
Yeah right. Until some college students find the ultimate "SuperCrushRush(TM) StarCraft Bluff Algorithm" and their box mops the floor with every number of human opponents in a game of SC.
It's a modern microcomputer people! ... This isn't news, this is blatantly obvious.
Take one, give it insane specs, a small army of engineers and a few years time and they will find a way that the machine outperforms every human at a very specific task.
Blatantly obvious name for the AI ... (Score:3)
Overmind.
Re: (Score:1)
Is it AI or A-with-a-hat-followed-by-oe-I?
With EditorDavid you can never be sure. At least manishs has the excuse that he's an H1B.
Re: (Score:3)
It's a lot more relaxed at Slashdot.
Re: Hacker News (Score:1)
... SJWs ...
DRINK!
Re: (Score:1)
Re: (Score:2)
Space is racist, those dirt republicans just want to leave blacks and minorities behind on earth. It's the new form of white flight.
Space is black motherfucker.
Re: (Score:2)
You seem confused as to the status quo. AIs are not being high-level players on Starcraft.
There are many more permutations of possible Starcraft games than games of chess.