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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."

50 of 200 comments (clear)

  1. What could possibly go wrong? by webdog314 · · Score: 3, Funny

    Let's teach our AI systems how to do battle... against humans. Skynet anyone?

    1. Re:What could possibly go wrong? by Trent+Hawkins · · Score: 4, Funny

      at one point the AI will realize that it's far easier to beat the human by hacking in to military computers and nuking the player.

    2. Re:What could possibly go wrong? by Icegryphon · · Score: 3, Funny

      at one point the AI will realize that it's far easier to beat the human by hacking in to military computers and nuking the player.

      Then the human players will black out the sky.

    3. Re:What could possibly go wrong? by nobodylocalhost · · Score: 5, Funny

      *Nuclear launch detected*

      --
      Where is the "Ignorant" mod tag?
    4. Re:What could possibly go wrong? by jgtg32a · · Score: 2, Funny

      What race did you hear it in?
      I heard it in Protoss

    5. Re:What could possibly go wrong? by Temujin_12 · · Score: 4, Funny

      *Nuclear launch detected*

      I remember playing Starcraft at a LAN party after I figured out how to rip the sound effects and voices out of the Starcraft data files. I'd intentionally play with the sound on (no headphones), wait just enough time so that it was believable yet frighteningly early, alt-tab over to a WAV player, then play the sound for "Nuclear launch detected" and watch people frantically scan their bases. It only works once, so use it wisely.

      --
      Faith is a willingness to accept something w/o complete proof and to act on it. Reason allows you to correct that faith.
    6. Re:What could possibly go wrong? by Disgruntled+Goats · · Score: 3, Insightful

      Yes, but then that means they will be less likely to check that second time when you really do launch nukes at them. That's when they end up getting humiliated.

  2. Is StarCraft the right game to use for this? by ChowRiit · · Score: 3, Insightful

    Perhaps a game not so dominated by rushing tactics would be a better choice of base game? It definitely seems an interesting idea, but there must be games better suited to an AI contest like this...

    1. Re:Is StarCraft the right game to use for this? by Monkeedude1212 · · Score: 3, Insightful

      How would you rather it be setup? I have not found a single RTS that isn't dominated by Rushing Tactics. I still play Age of Empires 2 for the whole walling off thing but it still doesn't beat a well developed rush.

    2. Re:Is StarCraft the right game to use for this? by DreadPiratePizz · · Score: 3, Informative

      You have no idea what you're talking about do you? Go watch the professionals play and see how often they rush. Not that often anymore. Modern Starcraft is dominated by Fast Expanding, which is quite the opposite of a rush.

    3. Re:Is StarCraft the right game to use for this? by NeutronCowboy · · Score: 3, Insightful

      I don't know how you define rush.... I've had people complain that an attack after 10 minutes was a rush. Even the 6-pool was easily defeated by the proper build order and positioning. As a matter of fact, I liked SC more than others because every strategy had a proper counter. The only thing that was required was scouting - otherwise the other person could come in with the counter to your troops.

      While I don't think it is a great medium for a test, it's a pretty good one. Especially if the AI has to deal with fog of war.

      --
      Those who can, do. Those who can't, sue.
    4. Re:Is StarCraft the right game to use for this? by TheRealMindChild · · Score: 3, Informative

      Rushing is an elementary strategy. You should learn to defend against it rather than complaining that it isn't far (in a war simulation game no less).

      --

      "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    5. Re:Is StarCraft the right game to use for this? by Chris+Mattern · · Score: 3, Informative

      StarCraft is only dominated by rush tactics when the players don't have the skills to defend against a rush. In StarCraft attempting a rush dooms you to failure if the rush doesn't fatally wound your opponent ('cause you stunted your economy to build your rushers). Correctly defending against a rush is mostly micromanagement (using your workers correctly to defend, which means constantly issuing them the attack orders they need since they won't attack on their own, while keeping some working on your economy). AIs should excel at micromanagement. I don't think rushing would be a problem in a StarCraft AI match.

    6. Re:Is StarCraft the right game to use for this? by Monkeedude1212 · · Score: 3, Informative

      It's been a couple of years, but whenever I watched Boxer in the Korean SC tournaments a while back - the match is usually over within 15 or 20 minutes because they'd never need to progress past Dragoons, Hydra's, or Medics.

      An expansive SC player would be destroyed by 8 zerglings before he could get that second Command center off.

    7. Re:Is StarCraft the right game to use for this? by DreadPiratePizz · · Score: 3, Interesting

      Not true at all, the 1 RAX Fast Expand build is designed to allow a Terran player to expand early and EASILY defend against 8 zerglings. For you information, a lot has changed in just a few years.

    8. Re:Is StarCraft the right game to use for this? by Sprotch · · Score: 4, Informative

      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.

    9. Re:Is StarCraft the right game to use for this? by Anonymous Coward · · Score: 2, Informative

      What about Total Annihilation? There is quite a bit that can be done to block a number of rush gambits. Of course, there is still always the LOL Gambit of building a swarm of transport aircraft to pick up the enemy commander (destroy their main unit and a large portion of their base since the base defenses are stupid enough to shoot it down.)

    10. Re:Is StarCraft the right game to use for this? by A+Friendly+Troll · · Score: 5, Interesting

      How would you rather it be setup? I have not found a single RTS that isn't dominated by Rushing Tactics.

      Company of Heroes. http://www.companyofheroes.com/

      It's a modern RTS which utilizes things such as directional cover, suppression and per-squad reinforcements, as well as rewards proper flanking. Unless, of course, you try to prevent said flanking by placing some barbed wire and mines...

      There is no such thing as rushing in CoH; the game doesn't reward rushing because it will end with a horribly tragic loss for the player who attempts it (!). You can't wall-off because you need some map control, resources need to be connected to your base in order to receive them, and your low popcap (based on the number of captured sectors) spells your ultimate doom. The nature of the game is that for the most part, each side has no more than ten units on the field. You can be a very good player even if you aren't a hyperactive teen capable of performing ten clicks per second.

      Bottom line: if someone wants to rush you, you will win the game in five minutes. But if you want to wall-off, this game isn't for you, as it requires constant fighting on multiple parts of the map.

    11. Re:Is StarCraft the right game to use for this? by FauxPasIII · · Score: 3, Interesting

      Star Trek Armada and Armada II had a decent approach to preventing early-game rushes; your "town hall" equivalent building (starbase) is armed to the teeth. =)

      --
      25% Funny, 25% Insightful, 25% Informative, 25% Troll
    12. Re:Is StarCraft the right game to use for this? by Anonymous Coward · · Score: 2, Insightful

      Parent should be modded insightful.

      Although I'm not an experienced RTS player, I am an experienced FPS player. People who claim that SC is dominated by rushing tactics are just as ignorant as the people who claim that dueling FPS games are dominated by item control or map knowledge. The answer to that is - Well duh. May as well claim it's about how well you use the keyboard and mouse.

      There's way more that goes into it when you break it down to the specifics. For SC - are you effectively scouting your opponent's base and resources to get a feel for where to attack him, what to attack him with, and how to counter his counter-attack? For FPS games - what resource do you decide to deny your opponent, and how are you going to go about doing that? Do you spam explosives at a chokepoint, or do you prepare for an ambush in which you can retreat so that you wear him down?

      Competitive games are complicated. Trying to simplify them in your mind doesn't make them simple.

    13. Re:Is StarCraft the right game to use for this? by vertinox · · Score: 2, Insightful

      How would you rather it be setup? I have not found a single RTS that isn't dominated by Rushing Tactics. I still play Age of Empires 2 for the whole walling off thing but it still doesn't beat a well developed rush.

      This is why I prefer Real Time Tactics Games to Real Time Strategy games.

      You know... Like Total War series...

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    14. Re:Is StarCraft the right game to use for this? by Anonymous Coward · · Score: 4, Informative

      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.

    15. Re:Is StarCraft the right game to use for this? by EvanED · · Score: 3, Informative

      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

      That's not really true, at least the latter part. Protoss will often forge fast-expand, especially against Zerg, but other openings like one gate tech aren't uncommon. For terran, you almost never see expand-before-marine, and often there's no expand until the factory is building.

      So you *see* FEs like that in each matchup, I wouldn't call them *the* standard build except for Zerg in ZvT and both sides in ZvP.

    16. Re:Is StarCraft the right game to use for this? by Trepidity · · Score: 2, Interesting

      For logistical reasons there aren't a lot of options. Past competitions have used Wargus, since it's open source. Game-industry people tend to roll their eyes at it though, and would prefer a competition using a "real" RTS, i.e. a popular mainstream one. Starcraft is one of the only choices for that, because someone's made an API for it that allows you to write external AI to play the game. Most commercial RTSs don't have any way of doing that, unless you were to screen-scrape the display and then have to implement all sorts of computer vision to even figure out what's going on (in which case it'd be more of a vision than an AI-strategy competition).

    17. Re:Is StarCraft the right game to use for this? by Khashishi · · Score: 3, Insightful

      I'd like to see how this statement changes after the winner of the competition is unveiled.

    18. Re:Is StarCraft the right game to use for this? by Trepidity · · Score: 2, Insightful

      I don't see any inherent reason why AI should be bad at dancing units. If anything it should be better at it, because the essentially infinite click speed and ability to attend to multiple places at once means that an AI could dance multiple groups of units at different parts of the map at all once, which for humans is something only really skilled players can do.

    19. Re:Is StarCraft the right game to use for this? by odourpreventer · · Score: 2, Funny

      > There is no such thing as rushing in CoH

      Yes, because you start with two machine gun nests in your base, making rushes impossible. CoH sucks.

    20. Re:Is StarCraft the right game to use for this? by odourpreventer · · Score: 2, Interesting

      > Rush tactics are barely used in pro-matches

      Yes and no. Players often apply the *threat* of a rush, forcing the opponent to build more defences.

    21. Re:Is StarCraft the right game to use for this? by Anonymous Coward · · Score: 2, Interesting

      It's been a couple of years, but whenever I watched Boxer in the Korean SC tournaments a while back - the match is usually over within 15 or 20 minutes because they'd never need to progress past Dragoons, Hydra's, or Medics.

      An expansive SC player would be destroyed by 8 zerglings before he could get that second Command center off.

      Boxer's signature unit is is the dropship -- a mid-game unit that comes out only before the 3 science vessel units. 20 minutes by a pro's standard's is not a rush, its the beginning of endgame. They'll have 2-3 operational bases at this point.

    22. Re:Is StarCraft the right game to use for this? by Anonymous Coward · · Score: 2, Funny

      A rush is when your enemy attacks you before you've rushed them.

  3. Re:Breakdown by aliquis · · Score: 5, Funny

    Human Advantages:
    Imagined Prediction Advantage
    Flexible Stategies
    Arguably Faster Learning

    AI Advantages:
    Able to command all units at once
    Usually More efficient w/ resources
    Instant Macro management

    Korean Advantages:
    Superior Strategies
    Advanced Prediction
    Flexible Tactics
    Arguably Faster Learning
    Able to command all units at once
    Usually More efficient w/ resources
    Instant Macro management

    Fixed that for you :D

  4. AIIDE web site by MobyDisk · · Score: 2, Informative

    The aiide conference web site has been Slashdotted... even though Slashdot didn't link to it. :-)

  5. Re:Breakdown by Chyeld · · Score: 3, Insightful

    Most game AI's are not well designed, but not because they can't be. Most game AI's are built from the prespective that the player should be able to win, therefore Grandmaster level thinking is less desirable than preditable patterns that seem impossible to be till the player realizes they can be exploited.

  6. Re:Brood War by PopeRatzo · · Score: 4, Funny

    Instead of an AI that can win at Starcraft, maybe they ought to try to build an AI that can finish Starcraft 2.

    Apparently, that's a much greater challenge.

    --
    You are welcome on my lawn.
  7. Re:Does AI have to be good? by EvanED · · Score: 4, Informative

    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.

  8. Re:competition announced? by Caspin · · Score: 4, Informative

    The competition starts NEXT October (ie 2010). It's still 2009 check a calendar.

  9. Re:Breakdown by thepotoo · · Score: 2, Informative

    RTFA. There are four competitions, and on the only "complete" game, all AIs have the completeMapInformation flag in the Broodwar API disabled. Therefore, fog of war is on.

    --
    Obligatory Soundbite Catchphrase
  10. naughty ai would win by hort_wort · · Score: 5, Funny

    My AI would design its base to be a rough representation of a naughty picture on the minimap. Human players would always lose as they just let the AI build away to see the picture get a higher resolution.

    1. Re:naughty ai would win by ZarathustraDK · · Score: 3, Funny

      Easily countered with a Goatse-base centered around a vespene-geyser.

      --
      If you quote this signature there'll be 72 copies of Windows ME waiting for you in Heaven.
  11. Re:blacksheepwall by Tawnos · · Score: 4, Informative

    It must be very difficult if you cannot click the link under "rules"
    #
    Programs that attempt to cheat will be disqualified

          1.
                Bots must disable the perfect information flag in tournaments 1,2 and 4

  12. Re:Easy to make.. by Goateee · · Score: 3, Insightful

    A player could feel more satisfied if it plays against a computer with the same knowledge and resources as a human player, because then it would have to play more like a human. With such cheats, the player will feel annoyed that the computer always attack when he is the weakest, without real knowledge, or can attack with twise the units he know is the maximum at a given time.

  13. Re:Breakdown by Frogbert · · Score: 5, Funny

    Worst. Poem. Ever.

  14. Re:Does AI have to be good? by Cornflake917 · · Score: 2, Informative

    RTFA.

    The competition is being held by Expressive Intelligence Studio at an AI conference. Blizzard has nothing to do with this, AFAIK.

  15. Re:Breakdown by RedFlames · · Score: 4, Informative

    (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.

  16. Ah I get it by tengeta · · Score: 2, Insightful

    Thats why StarCraft 2 was delayed, they don't even feel like writing the code anymore and want people to do it for free.

    --
    "They confiscated everything, even the stuff we didn't steal!"
  17. Perfect micro will warp gameplay by xnor · · Score: 2, Interesting

    I imagine that a computer's ability to control units with instant reflexes and frame precision will make AI Starcraft a completely different game from anything we've seen. Watch some Tool Assisted Speedruns and see how the gameplay of a person playing frame by frame transcends that a skilled human playing normally. Games are designed, tested, or balanced with the expectation that a player cannot press a button thirty times a second, anticipate the frame in which a projectile which hit, or issue commands at ten map locations at once. Without these limitations, the game can be broken and become something the designers never intended.

    I expect the contestants to abuse lots of bugs and glitches exploitable only with frame-perfect control. For example, there's a known bug when about 1% of the time, a dragoon shot will miss a moving SCV (with no high ground or cover). If something like this can be consistently reproduced, the game will warp. Another rare bug has units become stuck while moving past each other, causing them to dart at ridiculous speeds in a perpendicular direction. This is likely reproducible, and could become the main mode of unit movement in this contest. Even if this doesn't work, there's probably a way to move faster by issuing rapid commands in a way that takes advantage of animations, since Starcraft ground unit movement speed is not hardcoded but animation-based.

    Even without bugs, an AI could dance around ranged units to be basically invulnerable to melee, or any slower unit with lower range. This will give Terran a powerful rush strategy (how ironic).

    Imagine a game of Terran versus Protoss. The Terran builds a fast barracks, and sends two three marines at the Protoss base. By then, the protoss has two zealots, but they won't matter, since they'll never get a hit. The Terran player dances the marines to shoot the zealots while taking no damage by always moving whichever two marine are being chasing, while the third is free to fire. Even against an equal-sized zealot force, marines are slightly faster that zealots, so they can shoot and move with impunity. The marines can slowly make their way into the Protoss base and behind the mineral line where they'll slowly wear down the mining probes' health, even as the Protoss makes focussing on any one probe impossible. The Protoss might try to get a surround with probes, though I think the marines will escape. Even if the Protoss fends off this rush, the Terran can have vultures before opponents have dragoons and wreak havoc with them.

    Since zerglings are faster than marines, I'm not sure if this strategy would work in TvZ, though we might still see some epic bunker rushes.

    Note that I don't think this distorted gameplay is bad, just different from human play. I rather like the ridiculous perfection, timing, and bug-abuse of tool-assisted speedruns, and look forward to seeing what the contestants come up with. I would love for a contestant to find a strategy that completely breaks Starcraft as we know it and wins unopposed. However, I think those who expect the final matches to look like really polished high-level human Starcraft play might be disappointed.

  18. Re:Breakdown by Red+Flayer · · Score: 3, Informative

    (I apologize in advance for the lack of paragraph spacing. Slashdot appears not to recognize the carriage return/line feed from this browser/computer?)

    Allowed html is displayed below the comment form when you write a comment. Only the the following are allowed on slashdot:

    <b> <i> <p> <br> <a> <ol> <ul> <li> <dl> <dt> <dd> <em> <strong> <tt> <blockquote> <div> <ecode> <quote>

    --
    "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
  19. Re:bah by aXis100 · · Score: 2, Informative

    If you like TA, check out Spring at http://springrts.com/

    This is an open source fully 3d replica of TA. They've now built it to the point where it is a base engine that can host one of several mods - mostly based on TA style models and concepts, although a few are completely unique. AI's are plugins that can work over several mods if the author chooses so.

    My favourite is the Complete Annihillation Mod - http://springrts.com/wiki/Complete_Annihilation
    The "chicken" mode has a weak AI, but enough brute force (attack waves) to keep you on your toes.

  20. Re:Brood War by PopeRatzo · · Score: 2, Interesting

    They ought to release it with dedicated servers and LAN play and roll out Battlenet 2.0 when it's ready, if that is indeed the case.

    --
    You are welcome on my lawn.
  21. Re:Brood War by 10Neon · · Score: 2, Insightful

    Blizzard is basically trying to replicate all of the major features of a service like Steam, all in one go- and no, WoW expertise will only translate to the development slightly, if at all, since the Battle.net team is completely separate from the WoW team. It's not as if they just reassign all of their programmers (which likely don't even specialize in the kind of things a battle.net programmer would have to do), and put WoW expansions and updates on the back burner.
    While there are undoubtedly other factors at play, I believe you are grossly overestimating the effects of those factors. Development time for a new service is more than sufficient a reason for a delay.
    If I recall correctly, they were talking about Battle.net 2.0 features in a "we're going to have it but it's not implemented yet" way at this year's BlizzCon. That was three months ago. Considering the fact that is Blizzard we're talking about, a four or five month development time for anything is fast.

    --
    The Guide is definitive. Reality is frequently inaccurate.