No player is ever going to be able to consider precise strategy on the whole map perfectly in their mind. In the game of starcraft the information is perfect when fog of war have been removed this together with unlimited attention (camera viewport) helps action potential and macro planning. ![]() But only RTS are even really viable atm, which is disappointing.įor real life applications, parsing the ”scene” would have impact as it could only convey imperfect information retained. Studying both would be ideal ofc, but in a pick-one situation, TBS is better imo. Games as a medium to study upcoming real-world applications (eg cars), RTS makes sense but as a medium to study AI beating humans, TBS is more appropriate (their ability to explore large search-spaces is far more interesting/potentially impactful). The human-collective machine is pretty good on its own at finding the shorter-term strategies I don't think AI will make much significant impact in that space. Ofc its clearly a conflict of interest, but my feeling was the most interesting aspect of Go/Chess is the AI making unintuitive discoveries that benefit the long-term. The bigger action space is largely composed of non-strategic elements, at least in the sense of long-term strategies, eg micro and mini-skirmish tactics, that I don't think are as interesting. >a turn based game drastically reduces the action space compared to a real time game, Previously it never was behind and never had to react to human player strategy - it rarely even scouted because what's the point - it wanted to build mass stalkers anyway. In my opinion it lost unfair advantage, so the mistakes in its errormaking are revealed. This one is much more human, and much lower level. Mana actually managed his attention budget a lot better (this is a crucial pro-player skill in starcraft - harras is effective because it trades little of your attention for a lot of attention of the enemy, it's a skill that becomes irrelevant when opponent doesn't really have "attention" and can perceive and interact with all units on the map at once like previous version of alphastar). ![]() It also struggles to defend against adept harras beacuse it has "tunnel vision" - controls its oracle instead of defending probes at home. Previous versions didn't do that, because they were taught playing vs cheating AI - so no point diverting attention of something that has instant access to any unit on the map :) It struggles with camera placement like real players :) And uses popular divert-attention tactics, which shows it understand that part of the game - for example when it sends oracles to mineral line at the same time as it attacks in front. You can see the alphastar perspective of that 11th game here:
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