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."
Let's teach our AI systems how to do battle... against humans. Skynet anyone?
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...
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
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.
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.
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.
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.
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
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.
Worst. Poem. Ever.
(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.
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