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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."

5 of 200 comments (clear)

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

    *Nuclear launch detected*

    --
    Where is the "Ignorant" mod tag?
  2. 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

  3. 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.

  4. 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.

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

    Worst. Poem. Ever.