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'Neurotic' is Best RTS strategy

An anonymous reader writes "Austrian researchers experimenting with adding emotion to game AI say that 'neurotic' software is best at RTS. They developed aggressive, defensive, neutral and neurotic bots to play Age of Mythology, based on psychological models of emotion. Neurotic bots beat the standard game AI every time and faster than the other personalities."

41 of 186 comments (clear)

  1. Result is specific to AoM? by Chief+Camel+Breeder · · Score: 5, Insightful

    This tells us more about the game-play balance in AoM than how to approach games in general. I'd be more interested in seeing these bots play CiV 4 where I doubt that neurotic behaviour would triumph.

    1. Re:Result is specific to AoM? by arivanov · · Score: 4, Insightful

      Dunno about Civ4.

      My guess is that the advantage is limited to games with "learning" AIs, where the AI attempts to extrapolate your behaviour based on your past events. The neuroticity adds an element of unpredictability which will confuse the hell out of an AI that works using extrapolation or neural net training. If the game has a rigid rule based AI there should be no advantage, just the opposite.

      --
      Baker's Law: Misery no longer loves company. Nowadays it insists on it
      http://www.sigsegv.cx/
    2. Re:Result is specific to AoM? by strattheman · · Score: 3, Interesting

      The article is talking about RTS strategy. I've never heard Civ 4 described as an real time strategy game (it's turn-based, not real-time, no?), and if it is, it's far less typical of the genre than AoM.

      Having watched some amazing starcraft players, neurotic sounds about right.

    3. Re:Result is specific to AoM? by SatanicPuppy · · Score: 5, Interesting

      It's a bit interesting. AoM is a game with great scope, allowing for unusually "large" game boards by the standards of other RTS. Consequentially, the AI has had to be somewhat "toned down" from the kind of cutthroat AI you got in WarIII or even startcraft. I'm a big RTS buff, and while I _liked_ AoM I never found it all that difficult. Some games are a lot more forgiving of a failed attack, and that's one of them. You have enough resources and fast enough build times that even if your grand fleet gets crushed, you're probably okay.

      Reading the article, (which is freaky low on detail) it seems more like "Neurotic" in this case is meant to signify a lack of caution. Aggressive won every match, and neurotic won every match, but neurotic did it faster. This suggests that irrational risk taking (the article mentions that the AI skews its internal numbers about how many resources it thinks it has) can beat a more cautious opponent.

      In both cases it seems clear that aggression carried the day, and that the only real difference was that the AI that lacked caution won faster. To me, that suggests a big problem with the regular AI, because that lack of caution is usually pretty easy to exploit...A counterattack on a resource gathering operation would leave the crazy AI crippled, due to low reserves. The regular AI's counterattack algorithms must be pretty weak, or it's build order is too cautious or something.

      I'd love to see a better description of the AI programming.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    4. Re:Result is specific to AoM? by hey! · · Score: 2, Interesting

      This is a good point.

      Years ago I remember reading about a study which "proved" depressives were more cognitively accurate, by setting up a task which was fixed so that the subjects always failed. The depressives of course recognized this much more quickly than the normals.

      However, that said I think there is still an interesting point here. The neurotic profile may exaggerate the situation, but at least it reacts to it, as opposed to inbuilt tendencies toward being aggressive or defensive all the time. One possible benefit to emotions is to engage survival behavior early, before perfect information on a situation is available.

      On the other hand, the way to defeat a neurotic is to deceive him into misreading a situation. Once that happens, he will not adjust to contradictory information.

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    5. Re:Result is specific to AoM? by Chief+Camel+Breeder · · Score: 3, Insightful

      You're right: Civ is turn based. However, I'd guess that RT vs. turn-based matters little to the bots; I'm guessing that they are fast enough for the RT aspect not to hinder them.

    6. Re:Result is specific to AoM? by Hoi+Polloi · · Score: 3, Interesting

      Did they pit neurotic vs neurotic? I wonder if then it would turn into a coin flipping contest with their chaotic behavior just resulting in random outcomes.

      I'd think that in a 3 person battle a neurotic AI would be at a great disadvantage because the style of "to hell with the consequenses, charge!" game play might win against 1 but not with a 3rd party. They'd jump in take advantage of the neurotic side when they had no reserves left and had spent themselves fighting the 2nd opponent.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    7. Re:Result is specific to AoM? by ockegheim · · Score: 2, Informative

      ...it seems more like "Neurotic" in this case is meant to signify a lack of caution.

      Maybe it is a mistranslation. Though in that case, as an Austrian invented neurosis, it pretty much messes up psychiatry in the English speaking world.

      --
      I’m old enough to remember 16K of memory being described as “whopping”
    8. Re:Result is specific to AoM? by Jaeph · · Score: 2, Insightful

      If I understood correctly, a nuerotic AI is one that exxagerates negative feelings. So it panics earlier at losing resources, or someone's scout, or whatever.

      To me, that sounds about right for a game-winning AI. Most AIs seem nice and placid and just wait around for the players to attack, and then under-react to the attack.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    9. Re:Result is specific to AoM? by SatanicPuppy · · Score: 2, Interesting

      Starcraft had a similar "bug"...The wall 'o supply depots. If you were playing the Terrans against a computer opponent, you put a line of supply depots in front of your bunkers. When the vicious melee ground units that normally tore your bunkers a new one came running up, their AI would tell them that they HAD to attack the bunkers, but they had no ranged attack, and no path to the bunkers, so they'd end up running back and forth in front of the wall of depots, unable to kill the wall, and unable to attack their target.

      A couple of bunkers could wipe out the sort of zealot rush that is almost impossible to stop without bunkers chock full of firebats. At it's heart, its an AI problem. The AI chooses a target it's unable to attack, and then is unable to drop it. IMHO it's one of the oldest, and worst, bugs in strategy game AI. It's easy to exploit.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    10. Re:Result is specific to AoM? by Architect_sasyr · · Score: 2, Funny

      Bah to hell with your consequences! CHARGE!

      Reminds me of the 40k Orc Codex: "We never lose... If we wins we win, if we dies we're dead so it don't count as beat and if we runz away we can come back to fight anuvva day" (Paraphrased of course - this is /. so no doubt someone will correct me)

      --
      Me failed English...
      FreeBSD over Linux. If my comments seem odd, this may explain...
  2. Welcome to Lords of the Realm 2! by corvair2k1 · · Score: 3, Interesting

    I discovered that a hardcore neurotic kind of strategy worked well in Lords of the Realm 2 when playing with my brother. He didn't care, and would rather have the game over quicker than not, so when we started the game he immediately spent all his resources on getting weapons and a huge army, and within four turns or so had come over and whooped my ass. Every single other aspect of his kingdom was in shambles, but he had the element of surprise, and that's all that ended up mattering.

    I'm thinking the AI would think something similar to me... "Surely he won't try that. If he fails in his attack, he'll just fall over on his own accord in a few turns." Unless he doesn't.

    1. Re:Welcome to Lords of the Realm 2! by VShael · · Score: 5, Funny

      Also known (though it takes more than 4 turns to do it) as "U.S. Foreign Policy"

    2. Re:Welcome to Lords of the Realm 2! by imgod2u · · Score: 2, Funny

      Zerg-rushing has been in use long before you picked up the mouse and keyboards son.

    3. Re:Welcome to Lords of the Realm 2! by h4rm0ny · · Score: 2, Interesting


      The difference is that games have an end, whilst short of global catastrophe, real life does not. If a group is successful to the point of eliminating all other groups, it will soon turn on itself because the values that brought it to that stage demand it. If, for example any particular human group you choose such as Christians, blacks, whites, whatever, successfully elimated all other groups on the planet, you'd soon see it split into new, struggling factions. Because objectively, there aren't any differences between these groups significant to prevent working together. The differences are superficial or self-imposed. So there's no reason to suppose that new differences wont be found to justify another round of global supremacy. Co-operation and peace breaks the cycle. Winning never does.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    4. Re:Welcome to Lords of the Realm 2! by Daetrin · · Score: 2, Informative
      Zerg-rushing has been in use long before you picked up the mouse and keyboards son.

      I hate to tell you, but "Lords of the Realm 2" came out two years before "Starcraft," so i doubt there were very many Zerg rushing around at that point :)

      --
      This Space Intentionally Left Blank
    5. Re:Welcome to Lords of the Realm 2! by SlowMovingTarget · · Score: 2, Funny

      In my day, single clicking every unit and inching them forward one at a time WAS a tank rush. And another thing... super bats were the first "mobs," why I can remember one Wumpus hunt...

      It was Dune 2, and not Wing Commander, that convinced me to by a Sound Blaster. Granted, Wing Commander made more use of it.

      You're right of course, there was no rushing in Dune 2. But remember setting up a semi-circle of vehicles and baiting the bad guys in? Or laying out concrete all the way to the doorstep of your opponent, building a couple of turrets, then stationing a handful of rocket launchers there? Or running down those three pixels worth of infantry with the harvesters to make little splats in the sand... Good times. Then this WarCraft thing came along and everybody was talking about this new genre...

      ...and my "whatever-trickle" is none of your business.

  3. This may finally explain by Anonymous Coward · · Score: 5, Funny

    why women always get their way. Opponents simply throw up their hands in despair and surrender.

  4. Makes sense by faloi · · Score: 2, Interesting

    The neurotic bots are more likely to make odd moves that (seemingly) have little or nothing to do with the moves made by computer players. The computer AI is likely a lot more structured, and takes a while to shift strategies to compensate for the odd behavior of the bot, leaving the bot more breathing room.

    --
    "It is a miracle that curiosity survives formal education." -Albert Einstein
    1. Re:Makes sense by try_anything · · Score: 4, Insightful

      Bots also have a terrible inability to fully commit to a strategy or to change strategies quickly. A good short-term RTS strategy often involves inflicting terrible damage through a phase of committed, unbalanced, unsustainable action that also damages the attacker's civilization but leaves him in a position to recover faster than the opponent.

      If current RTS bots resemble their cousins from five or ten years ago (I haven't played in a while,) an emotionally-balanced bot would take a bold, successful strategy and "balance" all of the effectiveness out of it, leaving a milquetoast strategy that does no harm to his own civilization and usually no harm to the other guy's civilization, either.

    2. Re:Makes sense by imgod2u · · Score: 3, Interesting

      I've noticed this in both Civ4 and "smart" AI's in games like WC3. Their decision to retreat or fortify rather than perform a suicide attack was predictable and one could take advantage of it immensely. Often times, the suicide attack would've been much more effective either because one would decimate the base or be able to take out a key item (in the case of Civ4, elite units or generals) of the opponent.

      Believe it or not, the old AI's in Age of Empires, with no sense of retreat, were harder to fight as they'd send their forces at you non-stop. The game was almost completely about whether you can build an army faster than the AI because the AI would not hesitate to send his entire army after you as soon as he developed it.

    3. Re:Makes sense by imgod2u · · Score: 2, Informative

      Those games, unfortunately, don't really make the AI harder. They just make the AI cheat by having the units they build cost less in resources, the research take less time, units gather more resources, etc. All that ends up happening is that you don't outsmart the AI, you learn to manage your resources better to catch up to the AI in how fast you can amass an army or research tech.

      Hence why Koreans are so good at Starcraft. /Kidding, that was racist. //Or should I say lacist.

  5. *ponders* by KGIII · · Score: 2, Funny

    Neurotic bots beat the standard game AI every time and faster than the other personalities."
    Well, yeah? They were neurotic and couldn't put the game down and take a break or anything until it was done. Well there was that one kid who kept getting up to go straighten out every last chair in the room but he was a statistical anomaly so wasn't included in the results.
    --
    "So long and thanks for all the fish."
  6. faster is better? by clragon · · Score: 2, Interesting

    Neurotic bots beat the standard game AI every time and faster than the other personalities


    Faster is better now? Then why did they bother to code the defensive personality?
  7. AoM AI by gEvil+(beta) · · Score: 3, Insightful

    This whole study compares how the four AI bots did against the game's built-in AI. I'd like to know how the four "personality" types did against each other, as well. Even then, the whole study is limited to the gameplay mechanics of this one game. That's not to say that the information isn't useful--just that it's pretty limited at this point.

    --
    This guy's the limit!
  8. Since Software is a reflection of its makers... by 3seas · · Score: 2, Insightful

    ... is this perhaps reflective of real life personalities, such as those who are best at war mongering?
    i.e. would have Hitler been considered neurotic?

  9. But who cares about some real-time strategy game? by Ed+Avis · · Score: 4, Interesting

    OK so they made a program that was better than some existing AI for some strategy game whose rules are particular to that game. This doesn't tell us a lot because we don't know how strong the existing AI was, and have no real way to measure that. It could just be that the 'neurotic' program happened to exploit flaws existing in the current computer player. That doesn't tell us much about how well it would fare against humans.

    To get a meaningful result they'd need to test the different programs against experienced, intelligent human opposition. Or better, stop messing around with real-time strategy games and design AI for a game whose rules are already well-known. If a 'neurotic' or 'emotional' player program starts beating the 'purely logical' computer engines in chess, then I'll take notice. We know that the existing AI for chess is quite good (and there is a choice of several strong engines to test against) so any advance over that is likely to be genuine and not just exploiting obvious flaws in some existing program.

    --
    -- Ed Avis ed@membled.com
  10. Re:Tautologous by Wyrd01 · · Score: 5, Funny

    So true. I have to piss off my toaster before it will toast my bagel Just be thankful you didn't get the model of toaster I bought.
  11. No, we don't cater to the lowest forms if life her by SmallFurryCreature · · Score: 5, Insightful

    Everytime you tell a story you have to set a certain limit where you just have to assume the person you are talking too understands your words. For instance, you just seem to assume that I know what an acronym is. That I get your use of the word "drift" what does your racing style have to do with slashdot editors?

    This is slashdot, we do NOT explain words like RAM or CPU. If you don't understand those acronyms, you do not belong here. This is furthermore the game section of slashdot and Real Time Strategy is a well known genre of games. Do we have to explain FPS as well? (First Person Shooter) How about 3D?

    At a certain point you just have to decide, allright my audience just knows this, and if they don't they are not my audience. If you don't, you end up like mainstream publications that have to dumb down everything to such an extent that EVERYONE feels insulted.

    One of the more intresting approaches I have seen is/was (not sure if it still exists) is the dutch childerens news. It leaves out some stories but uses the extra time to more deeply explain the rest so that a person with limited world knowledge (like a kid or an american) can still follow what is happening in the world. You can also clearly see the problem there, they need a lot more time to cover the same event.

    So unless you want slashdot stories to run several pages and be linked to hell to wikipedia, you are just going to have to use your own brain. This is the internet, the answer is only a few clicks away.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  12. crazy leaders? by PJ1216 · · Score: 2, Interesting

    maybe this goes to show how the neurotic leaders of ages past came to such power. some of the roman emperors were not known for being the most stable minds.

    1. Re:crazy leaders? by FredDC · · Score: 4, Insightful

      maybe this goes to show how the neurotic leaders of ages past came to such power. some of the roman emperors were not known for being the most stable minds.


      As opposed to todays political leaders who are all striking examples of stable minds?
      --
      09 f9 11 02 9d 74 e3 5b d8 41 56 c5 63
    2. Re:crazy leaders? by hellfire · · Score: 2, Funny

      As opposed to todays political leaders who are all striking examples of stable minds?

      I read this and the phrase "stable minds" led me in a straight line to "horse's ass."

      I leave you, the reader, to see the pun-ic significance.

      --

      "All great wisdom is contained in .signature files"

  13. Didn't I Just Blow Your Mind? by Doc+Ruby · · Score: 4, Funny

    I don't know karate, but I do know CAAA- RAAAY-ZEEEE!

    --

    --
    make install -not war

  14. Out of the blue Obligatory by hellfire · · Score: 3, Funny

    "It's a machine, CmdrTaco. It isn't Neurotic. It doesn't get pissed off, it doesn't get happy, it doesn't get sad, it doesn't laugh at your jokes... IT JUST PWNS j00r A$$!!!"

    --

    "All great wisdom is contained in .signature files"

  15. In other news... by OglinTatas · · Score: 2, Funny

    "Twitchy psychopath" works best in FPS, and Tourette syndrome seems to dominate Barrens chat in WoW

  16. Bad measures of AI by ledow · · Score: 3, Interesting

    Okay, ignoring the fact that I fail to believe that we are anywhere near even a rudimentary simulation of primitive emotional concepts, not matter how abstracted, when it comes to implementing an AI:

    The default AI in most games is terrible - even just writing a "do-random-stuff" AI would probably beat the in-game AI 20-50% of the time (provided you put in simple anti-suicide routines, like not using up all it's available funds etc.). Most AI in games relies on the fact that it knows everything that's going on (including exactly how long until their next unit is built, how many pixels you are away before it can fire on you, how much gold it will have by then etc.) and will generalise EVERYTHING (i.e. it'll be in "attack" or "defense", "hard" or "soft", "co-operative" or "go-it-alone"). Most games have a variety of "sliders" on the AI and the games-makers tweak them either randomly, in steps for each more difficult level or according to a pre-built AI "profile" (e.g. cautious but fast etc.).

    In some games, that's more than enough to give anyone a challenge, at least until they are nearing the end of the game's useful lifetime. Snooker/pool games spring to mind. You won't beat a "top-level" AI on a snooker/pool game. It knows exactly where everything will go, even several "moves" in advance if necessary and can play a perfect game if required.

    RTS's though, are much harder to simulate. Yes, there are a lot of factors involved in the creation, strength, durability, mobility etc. of units but at the end of the day it's a military tactics game. Pixel-perfect positioning of a nice ambush will keep the computer in an endless loop of "attack, run away, heal, attack, run away, heal".

    I've not played AoM much, I'm an AoE2 fan personally, but the AI was amazingly easy to overwhelm with just a simple early-game rush, confuse with an impenetrable fortress hiding some long-range weapons and particularly predictable when it comes to individual AI tactics.

    All AI's are predictable to a point in mass-market games - you can always "learn" to beat the AI in any particular game. Granted, it may be hard to do, it may be different to other similar games, but there's always some point at which you "know" what it's going to do.

    It seems to me that, given that, an AI that is very "jittery" and over-compensates might beat the in-game AI in some games. However, on others, even in the same genre, it would get trounced. The "researchers" are assuming that the in-game AI is somehow a good approximation of a "neutral" player. They are also assuming that they have programmed each type of AI without any glaring logic holes in their tactics and that they are all equally matched in terms of capabilities. A cautious AI would win over a boisterous AI in only 50% of games.

    More importantly, it's only a test of AI programming skill, not what "personalities" are trying to be reflected by the coders.

    1. Re:Bad measures of AI by Walt+Dismal · · Score: 3, Interesting
      On your statement, "Okay, ignoring the fact that I fail to believe that we are anywhere near even a rudimentary simulation of primitive emotional concepts, not matter how abstracted, when it comes to implementing an AI" I'll agree insofar as these particular researchers, who are nowhere near correct. (And their basing things on the 'Five Factor' model of personality, which is junk theory though widely accepted, is appalling.)

      However, I can say with great certainty it is not only possible to enact emotion in a cognitive system, but is being done right now. I'm doing it and developing real software systems employing it. The standard computer model of emotion in computing, called the OCC Model, is partly wrong. It misses what's really happening in humans. I've developed a more correct model that works very very well and probably matches the mechanism people use. I haven't published it. Why? Because some of my key competitors are Google and Microsoft. (Yes, Google's working on AI, shades of Skynet, eh?) Anyway, it is far easier to build systems that accurately have and express emotion that ones that can read human emotions. In other words, having and expressing (output) are easy enough, reading deep emotion in others (input) is much more difficult.

      A few ending remarks. A lot of people are working on not much more than toy AI, and I've read some DoD-sponsored papers that are so far off base they are sad. I believe the correct approach combines both symbolic and analog AI (NNs) in a new way, and that we can create reasonable emulations, if not parallels, of human cognition. But they must come from a decent merging of psychology, sociology, and computing science. I've been working on the right path, a very productive one, charting a new course, and am writing what is currently a 5 volume book set I'd like to become the 'Knuth' of Synthetic Intelligence development. It should change the face of gaming and a few other things. Finally, I'm currently trying to emulate neuron-based systems in Erlang, by the way. Boy, is it parallel. I think that holds a lot of promise.

  17. addiction by Anonymous Coward · · Score: 4, Interesting

    I know you were just making a joke, but I feel like taking it seriously anyway.

    Well, sort of seriously, anyway.

    The cultural tradition of women getting their way stems, in my opinion, from the cultural reinforcement of addictive tendencies in men. More specifically, addiction to sexuality. While the male sex drive is strong, cultural influences encourage even more slavery to this impulse, and further incline one to view a low sex drive (or even just a stoic level of self-control) as a lack of masculinity, or simply put, as weakness.

    The end result is that men adopt a strongly sex-driven persona which in turn gives their women great control over thier behavior.

    In other words, our notion of horny=manly sets us all up to become p-whiped.

    The door swings both ways. Biology + cultural reinforcement inclines women (at least American women) to want romance (especially to be seen in public with a man who is showering affection on her). Learn to grant and withold that, and you can start getting your way too.

    1. Re:addiction by oatworm · · Score: 3, Insightful

      The door swings both ways. Biology + cultural reinforcement inclines women (at least American women) to want romance (especially to be seen in public with a man who is showering affection on her). Learn to grant and withold that, and you can start getting your way too. Women don't react rationally (or perhaps they do?) to such deprivation of stimuli - with them, if you deprive it once, they'll assume you will always deprive it and react accordingly. This would be consistent with the "pessimistic-neurotic" approach mentioned earlier, and is the complete opposite of the male "well, she put out once - maybe she'll do it again" school of thought. The solution, of course, would be for the male to realize that, if she's weaponizing sex, she will continue to weaponize sex even after the man "behaves", but that solution just leads to a scorched-earth policy called "divorce".
  18. Re:But who cares about some real-time strategy gam by vertinox · · Score: 3, Interesting

    If a 'neurotic' or 'emotional' player program starts beating the 'purely logical' computer engines in chess, then I'll take notice.

    But thats just it. Chess allows only for the "Next Best Move". Playing an illogical move only results in the player playing it to loose because it puts them at a disadvantage and the logical computer simply knows the counter moves anyways for your worst move.

    As in...

    A logical AI assumes you'll play the next best possible move, but if you play the next possible worst move you are in a worse position and the AI simply knows the next best move and plays for that, but if you still keep playing the worst possible move you will only end up loosing faster.

    In that regards, a logical chess program would be an AI or human who plays non-logically.

    However, the reason why an RTS is important is because Chess is a limited game to a certain subset of rules that a computer can brute force all possible best moves.

    However, in real world combat situations, there are no set definitions of strategies because you are simply allowed almost infinite possibilities of winning.

    Lets say we take a human pilot or an AI pilot in actual Fighter combat in the skies (we'll see this scenario in the next 20 years) and pit them against each other in a real world situation. A logical AI would understand what the next best move is and the pilot will have an idea of what a logical AI would do.

    However, the human pilot might do something crazy it knows it can throw off the AIs strategy like flowing into a nearby storm cloud or perhaps into a dangerous maneuver through a canyon or city landscape (under bridges and between buildings) which might throw the logical AI off.

    After a while, a human pilot would have a general strategy with dealing with an AI that didn't adapt. He would know how an AI would react and be able to defeat it without too much effort.

    Now a completely crazy AI would basically confuse the human and also other AIs who assuming the other AI was going to do in its next best move. Since in the real world (and in RTS) there are almost infinite combinations of what you can do in real combat, being unpredictable really helps win battles.

    But like I said... Chess only has a limited set of moves. I would be an illogical AI would do far better at a game of Go than his logical counterpart.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  19. is "psychology" what matters here? by Montecristo6 · · Score: 2, Interesting

    The presentation is light on details, and I haven't had time to poke around the researchers' websites, but, at first blush, I wonder whether the results have much to do with psychology per se? Rather, these guys have shown, in a round-about way, that the AoM "AI" is not very strong; in particular, that it's overly cautious and "leaves a lot on the table": given available resources, it could go on the offensive sooner than it does. That's why the "aggressive" and "neurotic" agents do so well against it. Playing AoM is a very complex dynamic programming problem, and it's anyone's guess what sort of objective function its authors have constructed, but now we can see that a fairly coarse re-weighting could significantly improve it. I don't think that the general take-way here ought to be that "neurotic" agents do well in strategic games (contract to the classic "tit-for-tat" repeated-games result).

    That said, from the introduction of the presentation one can see that the real goal of this effort is to create bots that *people enjoy playing against*. That's probably only loosely related to the absolute strength of the opponent, and it makes complete sense that it would be thrilling to be up against an AI that can suddenly just "take a flyer" and surprise you.

    --
    "I am just a customs officer; but I, too, wish to understand what is going on" -- Bertold Brecht