StarCraft AI Competition Announced
bgweber writes "The 2010 conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE 2010) will be hosting a StarCraft AI competition as part of the conference program. This competition enables academic researchers to evaluate their AI systems in a robust, commercial RTS environment. The competition will be held in the weeks leading up to the conference. The final matches will be held live at the conference with commentary. Exhibition matches will also be held between skilled human players and the top-performing bots."
A good player can defend against a rush in Starcraft. It's all about micro-managing peons until your first combat unit arrives. Then you go head straight for their economically challenged base.
Depends where you look. Last month's KESPA ratings (the latest, at least on TLPD) put Jaedong at #1 and flash down at #6. In fact, the last time he wasn't #1 in that ranking was March.
The competition starts NEXT October (ie 2010). It's still 2009 check a calendar.
It must be very difficult if you cannot click the link under "rules"
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Programs that attempt to cheat will be disqualified
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Bots must disable the perfect information flag in tournaments 1,2 and 4
Expanding on the parent...
Every matchup except for Zerg vs. Zerg starts with EXTREMELY fast expanding these days. Usually before they even have a single non-peon unit out. Hell, zergs expand TWICE right off the bat against Protoss. The players have figured out how to stop these early rushes with building placement, micro and build orders.
If I were to guess, less than 2% of pro games in recent times are very early rushes aimed at killing a fast expanding players. Early rushes do happen more often than that but they are always with the intent of doing economic damage to get an advantage in the late game.
(I apologize in advance for the lack of paragraph spacing. Slashdot appears not to recognize the carriage return/line feed from this browser/computer?) Most games(I dare say almost all AAA titles) don't have anything resembling actual AI. Including AI is very very expensive computationally, it simply isn't feasible for most of the lower-end consumer users. To get around this, most games include a large variety of playbooks that define how the computer opponent should build, what to build, when to attack, etc... Sometimes there are minimal elements of AI, such as "if (terran) skip zergling rush". But, by and large, the AI is simply following a set of rules of when/what to build. If you switch the mode to "hard", most games simply ratchet up the minerals/second income for the computer, or remove fog of war (all Blizzard games do this). If you wish to experiment for yourself the 'ORTS' engine is a near replica of StarCraft but fully open-sourced. (http://www.cs.ualberta.ca/~mburo/orts/) I believe there are multiple AI examples included (there used to be) so you can foray into the challenges presented by real AIs; computers that actually adapt their playing style to your own. As a warning, the engine does not abstract away details to make it easier (eg: there are unit collisions, writing a script to mine a patch of minerals effectively suddenly became much much harder). Disclosure: I am not affiliated with the ORTS engine directly, but I did take a class in my undergrad doing game AI on it.