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AIs vs Humans - Next Battle: Starcraft (businessinsider.com)

braindrainbahrain writes: Having conquered checkers, chess, and more recently Go, artificial intelligence research now looks at the next frontier: the popular real-time strategy game of StarCraft.
Blizzard Entertainment's president reached out to Google's DeepMind researchers last month, who are now describing StarCraft as "our likely next target". But many top StarCraft experts believe AIs will fail because "Unlike machines, humans are good at lying," reports the Wall Street Journal. An executive at the Korea e-Sports Association tells them "It's going to be hard for AI to bluff or to trick a human player."

One University of Alberta computer scientist David Churchill counters that âoeWhen the AI finds that the only way to win is to show strength, it will do that. If you want to call that bluffing, then the AI is capable of bluffing, but there's no machismo behind it." Unfortuantely, for five years Churchill has been running AI-vs-human StarCraft tournaments, and "So far, it hasn't even been close... Using a mouse and keyboard, the world's top players can issue 500 or more commands a minute," the Journal reports. But they add that now both Facebook and Microsoft are also working on small StarCraft AI projects.

173 comments

  1. AI could with by cheating with insane micro by JcMorin · · Score: 2

    For instance, micro marine so they never stay closer than their maximum range... or any unit in fact. I'm also looking at tank and medivac drop... I would see a deadly combination here. But overall strategy, I don't think AI is ready to be human... yet.

    1. Re:AI could with by cheating with insane micro by Njorthbiatr · · Score: 1

      They do already. There's an API and actual AI competitions:

      https://github.com/bwapi/bwapi

    2. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 2, Insightful

      For instance, micro [manage units] so they never stay closer than their maximum range...

      The player is effectively commanding AI already. If we want to test strategy not fast twitch processing then such features should be added to the unit's AIs that both the strategic AI and players command. in other words: If the troops you nest into battle can't "never stay closer than their maximum range" on their own, then you have stupid troops who need to be replaced with smarter troops, i.e., if the AI wins because the game is an unrealistic simulation that favors AI's winning then it doesn't say shit about the AI beating a human... That would be like having the world's fastest mathematician compute square roots against a smart phone, and then claiming the smart phone was smarter than humans because it can perform billions of calculations per second.

      If ( speed == win ) then victory = !strategic;

    3. Re:AI could with by cheating with insane micro by Goragoth · · Score: 1

      I'm not sure how insane micro would be cheating, it is simply the computer being better at micro than humans. Knowing the DeepMind team they will be using the same inputs/outputs as the human players so the AI will not be able to actually cheat in any way. And as far as strategy is concerned, do you really think Starcraft strategy is much more advanced than Go strategy? Personally I doubt it (in fact given the frantic nature of Starcraft matches I would rather think that the strategic component would be relatively less developed compared to the centuries of refined Go play). Given then that the DeepMind team recently trounced one of the best human Go players and given the additional advantages in terms of speed and reaction that an AI possesses, I see them succeeding in this challenge rather easily.

    4. Re:AI could with by cheating with insane micro by Nemyst · · Score: 1

      But that's besides the point because the game was never designed to be played by a machine. What an AI could exploit is very different from what players can exploit. A good player can definitely make use of speed to pull off some amazing feats, but only very rarely will this actually save them if they didn't have a good strategy behind it (and a good part of their win would be that their opponent made mistakes, was too greedy). An AI could outright break the game by spamming specific actions that a player is not expected to be able to and thus where no constraints exist.

      Thankfully, it'd be easy to ensure that the officially sanctioned API prevents input flooding to stop those techniques from becoming dominant.

    5. Re: AI could with by cheating with insane micro by ChefJeff789 · · Score: 1

      I don't think you can simply say that Go strategy is more developed. We're comparing apples and oranges. Go and Chess operate with a fairly strict set of rules that govern movement/placement and bound what is allowable. StarCraft does to some degree, but the fact that such a big deal is made here of "bluffing is significant. A rook in Chess can only move to certain spaces in any given situation. A Go piece can only be legally placed in certain locations depending on the situation. A single marine in StarCraft can move to an effectively infinite number of locations on any map, and feints can be performed without units permanently committed to a position because of the feint. I, for one, can see far greater complexity in a game of StarCraft than a game of Go simply due to the nature of unit movement.

    6. Re: AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      Marines can only move up, down, left, right, or diagonal one step per turn. I'm not an expert at StarCraft, but marines don't sound like a teleporting unit.

    7. Re: AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      Marines can only move up, down, left, right, or diagonal one step per turn. I'm not an expert at StarCraft, but marines don't sound like a teleporting unit.

      Yes, but if you want to design the AI that way you will have a problem with that the game runs at 60 updates a second, and with a usual game lasting around 20 minutes, you will have orders of magnitude more "states" than a chess or go game. Also, one unit can occupy hundreds of thousands, if not millions of positions in the game area, while in chess or go it's a whole lot more limited.

      In chess or go the computer can to a certain degree analyze all possible, or likely states to "pixel perfection" because it's turn based. I think that approach would be useless when it's "real-time".

    8. Re:AI could with by cheating with insane micro by Ksevio · · Score: 1

      But the AI loses pretty badly against human players

    9. Re:AI could with by cheating with insane micro by Punto · · Score: 1

      "cheating"? They're not cheating, anymore than you're cheating by using your hands and eyes to play the game. It's an AI vs Humans contest, you don't get to set the rules, especially you don't get to transfer the rules of the Humans vs Humans contest into this. The AI has special abilities, just like humans, they should be allowed to use them. I've seen the AI controlled marines escape swarms of banelings or ultralisks, they already beat humans, and it has nothing to do with "intelligence"

      --

      --
      Stay tuned for some shock and awe coming right up after this messages!

    10. Re:AI could with by cheating with insane micro by phantomfive · · Score: 2

      I'm not sure how insane micro would be cheating, it is simply the computer being better at micro than humans.

      Because it's not showing intelligence, it's being able to click fast. We already know computers can click faster than humans, that's not a question.
      The "Starcraft AI" is a thing because they are trying to improve the intelligence of computers. If all they do is click fast, they have cheated on the goal of intelligence.

      --
      "First they came for the slanderers and i said nothing."
    11. Re:AI could with by cheating with insane micro by Wycliffe · · Score: 1

      Because it's not showing intelligence, it's being able to click fast. We already know computers can click faster than humans, that's not a question.
      The "Starcraft AI" is a thing because they are trying to improve the intelligence of computers. If all they do is click fast, they have cheated on the goal of intelligence.

      Just like a autonomous car is "cheating" because it has a faster reaction time than a human? If an autonomous car is a safer driver than a human, who cares how it "cheats"? For starcraft, if it really became a problem then limiting both humans and AI to X actions per second would be a reasonable compromise where X is what a fast human can do but it's still quite an accomplishment if AI can beat a human in an open ended game like starcraft.

      Speaking as a intermediate starcraft player, I think starcraft would be a better game if either the number of actions per second were limited or if there was more scripting available for the human player. It sucks when the winner is the person who clicks the fastest instead of the person with the best strategy. I like RTS better than turn based but maybe some middle ground where it's realtime but there is a "click meter" that gets depleted might level the playing field a bit.

    12. Re:AI could with by cheating with insane micro by phantomfive · · Score: 1

      Just like a autonomous car is "cheating" because it has a faster reaction time than a human?

      No, you're not thinking. The goal of an autonomous car is not to show intelligence, it's to drive autonomously. If it does that, cool, problem solved.

      The point of building an AI to play Starcraft is to show intelligence. If all it does is dumbly click and micro a single marine to victory, then that's cool, but you failed to show intelligence.

      Speaking as a intermediate starcraft player, I think starcraft would be a better game if either the number of actions per second were limited or if there was more scripting available for the human player

      If you're below masters, that is not why you lose. I constantly beat people with twice my APM. The key is to build more units faster; again, if you're not in master level, then that is usually why you are losing. I think the constant focus on APM is unhealthy for the game, because it gets people focused on the wrong thing.

      Also, learn to use the screen hot keys.

      --
      "First they came for the slanderers and i said nothing."
    13. Re:AI could with by cheating with insane micro by phantomfive · · Score: 1

      But the goal isn't to "make intelligence", it's the same as chess and go - to win the game.

      We already know computers can win with insane micro, so cool, but if someone achieves that, no one will be impressed.
      It's not even a worthy goal.

      --
      "First they came for the slanderers and i said nothing."
    14. Re:AI could with by cheating with insane micro by phantomfive · · Score: 1
      --
      "First they came for the slanderers and i said nothing."
    15. Re: AI could with by cheating with insane micro by del_diablo · · Score: 1

      Yes, but there is a big but. All units in Star Craft has to wind up to attack. This costs frames. And then there is attack range.
      So if you move, you can't attack. If you attack, you have to cancel it to move. To micro a unit away from enemy range, he has to stop attacking. To counter a enemy, you some times need to strategically kill units in order to allow things like boxing.
      Now, the AI will have 1 advantage over humans, one really important: Its only limited by one command per frame. Pros already manually attack each enemy unit to secure kills to reduce enemy DPS, or manually path block zergs. The AI will do that just fine.

    16. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      For instance, micro marine so they never stay closer than their maximum range... or any unit in fact. I'm also looking at tank and medivac drop... I would see a deadly combination here. But overall strategy, I don't think AI is ready to be human... yet.

      I fully believe that AI will be able to beat humans relatively quickly when it comes to pure micro. 1000 APM (Actions Per Minute) AI controlling hundreds of mutas at different locations would be really hard to counter. The true test will come after the AI has already beaten humans... when they put an APM cap on the computer. With a cap, the programmer has to teach the computer that it CANT do everything and actually has to choose what to do next; and that choice is where only a true intelligence can shine. Once a computer can beat any human with as little as 100 apm will I truly be impressed by the intelligence of the script. (Pros can float between 200-300 APM during intense combat).

    17. Re:AI could with by cheating with insane micro by Kuruk · · Score: 1

      Lying is just a strategy. The computer will learn it just fine by watching games and seeing the winning moves. Humans think they are so unique but the fact is we all think alike and a computer will see our patterns of play and counter then.

      I dont see why each AI challenge is meet with humans will win.

    18. Re:AI could with by cheating with insane micro by michelcolman · · Score: 1

      What I don't get is how a human issues 500 commands in a minute? That's more than 8 per second? What kind of commands are we talking about here? It's been a while since I last played Starcraft, I remember most stuff was mouse based except for some shortcut keys, how do you move the mouse so fast? Any good videos to see these guys in action?

    19. Re:AI could with by cheating with insane micro by Kartu · · Score: 1

      Wondered about that too.
      Most top player games I've watched had a lot like click spamming.
      Also, some key presses are like, say building new units: select buildings - click unit hotkey N times, once per unit.

      PS
      I'd expect AI to win based on perfect micro alone.
      It can also "cheat" by spreading the attacks. Even if human player can get close to microing units in one battle, they certainly can't match AI in multiple harrasment attack scenario.

    20. Re:AI could with by cheating with insane micro by TheRaven64 · · Score: 1

      Do they get any kind of scripting support? In many games of this kind, the AI has a big advantage in being able to split its attention easily. That was obvious in Total Annihilation, where the AI could be issuing commands to units all over the map simultaneously (though it often did badly strategically because it wasn't making good decisions about overall resource usage). You can offset that advantage a lot by having a human responsible for strategy and allowing delegation of tactics to simple programs.

      --
      I am TheRaven on Soylent News
    21. Re:AI could with by cheating with insane micro by kwoff · · Score: 2

      It's definitely keyboard, not mostly mouse. I think APM of 300 is more normal, but peaks of 500 happen. But APM includes things like "spamming" hotkeys, where you hotkey your buildings to say keys 4, 5, 6 and flick through them to check whether they're done building/training, and clicking like crazy before a unit can train yet (to make sure it starts ASAP). Example of Flash playing SC2.

      There's another thing called EPM, which is Effective actions Per Minute. That eliminates most of the spammy kind of things (there's also where you right-click spam with the mouse on the ground many times to order a unit to go to basically one place but you're sort of perfecting the position, for example).

    22. Re: AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      Some units can attack and move at the same time... IE Phoenix..

    23. Re:AI could with by cheating with insane micro by Gilgaron · · Score: 1

      The pro players practice constantly inputting commands even if they aren't useful so that when they need to do important commands they are already operating at a high tempo. The AI could probably win with a lower overall APM by being capable of higher burst speeds, once they teach it the strategies it needs.

    24. Re: AI could with by cheating with insane micro by fisted · · Score: 1

      Too bad there is no Phoenix in Starcraft

    25. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      What I don't get is how 500 apm is somehow a human advantage. That just means the AI is being starved for CPU time.

    26. Re:AI could with by cheating with insane micro by bev_tech_rob · · Score: 2

      What I don't get is how a human issues 500 commands in a minute? That's more than 8 per second? What kind of commands are we talking about here? It's been a while since I last played Starcraft, I remember most stuff was mouse based except for some shortcut keys, how do you move the mouse so fast? Any good videos to see these guys in action?

      Watch them play on Twitch.tv. The players go pretty fast and can't even follow what they are doing.

      --
      You're messin' with my Zen Thing, man.....
    27. Re:AI could with by cheating with insane micro by Vermonter · · Score: 1

      Speaking as a intermediate starcraft player, I think starcraft would be a better game if either the number of actions per second were limited or if there was more scripting available for the human player. It sucks when the winner is the person who clicks the fastest instead of the person with the best strategy. I like RTS better than turn based but maybe some middle ground where it's realtime but there is a "click meter" that gets depleted might level the playing field a bit.

      So in other words, you don't like the fact that some players have an advantage over you because they are more skilled in one aspect of the game, so you want that skill to no longer be a determining factor in who wins? I mean, why not just demand they remove everything you're not good at, thereby making you a top tier player not through personal improvement, but by bringing the skill ceiling down to you.

    28. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      LING RUSH KEKEKE

      The AI should be taught to post that in the game chat as it unleashes a massively-micro'ed one.

    29. Re:AI could with by cheating with insane micro by ranton · · Score: 1

      And as far as strategy is concerned, do you really think Starcraft strategy is much more advanced than Go strategy? Personally I doubt it

      I would agree Go strategy is more advanced, I also believe the tactical maneuvers in Starcraft require far more general intelligence than the strategy of either game. Deciding where to put a stone in Go requires far more strategic thinking than where/when to attack or what build order to use, but the process of acting on those strategic decisions is far different. Exactly how to attack, what units to target, when to evade units, how to evade units, what formation to use, etc. places far more decision making complexity on a game of Starcraft. And this is all done in real time while your opponent is switching tactical approaches every few seconds to beat you.

      It is kind of semantics deciding what decisions are strategic and which are tactical, but overall there are far more "game states" in a game of Starcraft than a game of Go. Perhaps many order of magnitude more. Even once you remove variations of game state which don't impact the match result, I would bet Starcraft has a few order of magnitude more possible game states than Go.

      --
      -- All that is necessary for the triumph of evil is that good men do nothing. -- Edmund Burke
    30. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      it woudl be trivial for a computer to cut down on the APM some of the top human players require. a lot of their APM is just spam so they can get a new unit built the exact moment they have the gas or minerals. the AI's real advantage is that it can time this down to the microsecond without spamming the button.

    31. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      I'm ok with your point if the AI has to move a physical mouse and keyboard - otherwise ... it's just abusing a different input interface.

    32. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      Spamming keys that have no effect is a poor measurement of "commands".

    33. Re:AI could with by cheating with insane micro by Wycliffe · · Score: 1

      So in other words, you don't like the fact that some players have an advantage over you because they are more skilled in one aspect of the game.

      It has nothing to do with me being unskilled at it. I said I think it would be a better game. Starcraft was fun when I first started playing it and it was who could outsmart the other team. It became a lot less fun when it became who can churn out units the fastest and/or micromanage the best. That's just not fun to me. Now as a programmer, writing AI to compete with other AI on starcraft, that I would enjoy but I no longer enjoy playing starcraft as much as I used to because I don't like the micromanaging aspect. Also as a programmer, most of my job consists of automating the monotonous parts so playing a game that is monotonous doesn't appeal to me.

    34. Re:AI could with by cheating with insane micro by Talderas · · Score: 1

      Rather, you should never have a large stockpile of minerals or vespene gas. If you have 50 minerals and you're not saving it for a siege tank or building or something, why the hell didn't you build a marine?

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    35. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 1

      Scissors are OP, Rock is just fine

      Sincerely, Paper

    36. Re:AI could with by cheating with insane micro by danbert8 · · Score: 1

      This is why I never enjoyed StarCraft 2 as much as the original. APM is where the focus went in multiplayer. It's obvious because in the single player, the units are far more autonomous. Built SCVs automatically start harvesting, units are smarter on their own etc. All of that goes away in multiplayer matches.

      And this is the key issue. Computers winning at micro is trivial. All you have to do is stop making the units in the game autonomous at all (mini AI to help the human). Just make the game so that humans have to individually select enemy units to attack and just sit and die if they don't get a command to defend themselves. It's not any intelligence at all.

      Macro is where the real contest is. That is what makes it a strategy game and not a reflex game. Forget StarCraft 2, and make the AI compete on the original Star Craft. If the AI can win without getting the free resources and faster startup time that the "AI" gets in multiplayer matches then it is progress.

      --
      Yes it's an anecdote! Were you expecting original research in a Slashdot comment?
    37. Re:AI could with by cheating with insane micro by danbert8 · · Score: 1

      Clicking fast is a "skill" but the bigger question should be which is more important? The "Real Time" or the "Strategy?" If it's more important to make things real time, then why have units with any autonomy at all? If clicking fast is the skill we are competing on, make resource gathers need to be manually told to return cargo and then go get another load. If the strategy part is the point of the game, then clicking fast shouldn't be an overwhelming advantage. And especially in StarCraft it is, especially in multiplayer where the units are less autonomous than they are in single player.

      --
      Yes it's an anecdote! Were you expecting original research in a Slashdot comment?
    38. Re:AI could with by cheating with insane micro by phantomfive · · Score: 1

      Built SCVs automatically start harvesting, units are smarter on their own etc. All of that goes away in multiplayer matches.

      Uh, bro, SCVs automatically start harvesting in multiplayer, too. Click on your command center and then right-click on a mineral patch, and they'll start going where you want.

      The micro and mechanics in sc1 are much more difficult.

      --
      "First they came for the slanderers and i said nothing."
    39. Re: AI could with by cheating with insane micro by davec727 · · Score: 2

      Right, you can't build the AI this way and expect to succeed. In Chess, there are a maximum of 32 pieces sharing 64 possible locations. In Starcraft, there could be hundreds of units on the map at any of millions of possible locations. Chess is a complete information game, Starcraft is not. (Your knowledge of your opponent's position and strategy is dependent on what you can see and largely on indirect intuition about what you DON'T see.) In Chess, turns are taken and there is plenty of time to compute each action optimally. In Starcraft, there are orders of magnitude more possible actions you could command, and you must choose which units are most important to focus on at any moment. There's just a fundamentally different approach required. And I think a much more challenging one.

    40. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      Its not 500 real commands, they mean 500 APM. The actual stat is much lower. Esp when you start counting USEFUL commands and spamming commands.

    41. Re:AI could with by cheating with insane micro by phantomfive · · Score: 1

      That's a good principle in the opening game, but floating 500 minerals won't usually ruin your game unless someone attacks you at that exact moment (forgetting to build workers can keep you in bronze league, though).

      --
      "First they came for the slanderers and i said nothing."
    42. Re:AI could with by cheating with insane micro by avandesande · · Score: 1

      Just a guess but to play at that level you probably develop a input rhythm that you must maintain, so you fill in the gaps with spam when you don't need input.

      --
      love is just extroverted narcissism
    43. Re:AI could with by cheating with insane micro by danudwary · · Score: 1

      Yeah, they do. I think it's kind of like keeping a rhythm. Like if you slow down, it's hard to speed back up when you need it? Unsure. My old man fingers can barely play HotS, and that's controlling one character.

    44. Re:AI could with by cheating with insane micro by Anonymous Coward · · Score: 0

      StarCraft was a monster exhausting a typical hard drive s space when space was MB, but it worked per-fect-ly. Now it is a monster almost 20 GB big but it is the SAME game, you see? And it will not run on a laptop, seemingly. What changed? When I played with some guys, my first game, did not let me OUT of my initial base, and it was only the cockroaches waiting there. Next time I played, 2 vs 2, my team mate did not have time to leave his base, because I had already wiped out both the other team players. (They never played again with me and the office stopped its daily SC tournament). Playing vs the computer was much better. So this AI news tells us in the future we ll be able to watch... Starcraft AI vs Google AI matches!!! Seriously, all games boast some AI, all games can get improvements, game AIs will not discern themselves from AI game AIs... (see what I mean?) and the Turing problem is trivial (or super complex) when the spread of behaviors is so small, like in SC. I have the impression as it comes to AI beating Humans, Go was the last stage and we ll have to wait for Star Wars like robots to have some real news. Unless, of course, the future SC AI knew also how to taunt credibly in multiplayer chat... THAT would be different. - DJB

    45. Re:AI could with by cheating with insane micro by Some_Llama · · Score: 1

      he's not saying that.. the proper analogy is that it's hard to play rps with our fists pumping if you have arthritis, can we write down our answers and show them at the same time.

    46. Re:AI could with by cheating with insane micro by Some_Llama · · Score: 1

      i think they should have a starcraft league where all games have to be played on the slowest possible speed, this would make it more like chess?

  2. Re:Fire EditorDavid by Hognoxious · · Score: 0

    Is it AI or A-with-a-hat-followed-by-oe-I?

    With EditorDavid you can never be sure. At least manishs has the excuse that he's an H1B.

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  3. Computers are no good at lying is that a joke? by backslashdot · · Score: 5, Insightful

    First off it's very easy to write an algorithm that lies and misinforms when optimal. Second, and this is a joke, have you ever seen a progress bar be accurate when downloading or installing something?

    1. Re:Computers are no good at lying is that a joke? by Amouth · · Score: 2

      this is a joke, have you ever seen a progress bar be accurate when downloading or installing something?

      There is a difference between being able to lie and being good at lying. Everyone knows that progress bar is wrong, so that is bad lying. Good lying would being able to convince you it is right and making you do something different than you would because of the lie.

      --
      '...if only "Jumping to a Conclusion" was an event in the Olympics.'
    2. Re:Computers are no good at lying is that a joke? by Anonymous Coward · · Score: 0

      First off it's very easy to write an algorithm that lies and misinforms when optimal.

      Not if you're watching memory in a debugger.

      Second, and this is a joke, have you ever seen a progress bar be accurate when downloading or installing something

      When downloading, yes all of the time. When installing software, not usually.

    3. Re:Computers are no good at lying is that a joke? by Solandri · · Score: 3, Informative

      Through years of trial and error, Starcraft build orders (the order in which you build units and buildings) have been optimized to get you to a certain build state in the minimum amount of time. Build orders are queued, which means there's no human-induced delay. An AI will have little to no advantage there - it could gain a slight advantage with building placement to minimize unit travel times.

      If you've watched any advanced Starcraft tournament games, the end result usually comes down to players' ability to micro while maintaining these build queues (an AI would probably win at those), or to bluffing. That's when you fake out an opponent by showing him a unit or building to make him think you're going for a certain build, but then you go for a different build. Your opponent scouts you, guesses what build you're going for, and modifies his build to counter yours. But you know you've been scouted so you change your build. Then when he's built up his army and encounters you again, he finds you've switched to a different build that his is ineffective against. And since different builds require different buildings and technology trees, it's too late to switch builds. Your opponent has to try to hold on with his inferior build as best as he can until he can get a new tech build up and running, all the while hoping your next tech shift won't counter that.

      This is why in Starcraft it's not just important to scout, it's important to know how much of your base your opponent has scouted. You'll see advanced players do all sorts of crazy things like start constructing a building, then when their opponent's scout has left or been killed, they'll destroy the building and construct a completely different one. All the unit strength the AI can muster won't do it any good if the human has bluffed it into building ground combat units, while the human has built up a massive army of air units. And like the early computer chess games, once word gets out that an AI is vulnerable to a certain bluff, people will abuse it over and over.

    4. Re: Computers are no good at lying is that a joke? by backslashdot · · Score: 2

      You seem to think a computer can't understand probabilities and can't learn from prior mistakes. That's a false notion. If a computer keeps falling for the same trick it can adjust itself so it acts more probabilistic.

    5. Re:Computers are no good at lying is that a joke? by phantomfive · · Score: 1

      the end result usually comes down to players' ability to micro while maintaining these build queues

      Also positioning, and building the correct unit composition to counter your opponent, and also knowing where to attack. Some strategies are really complex, here's an example where positioning is more obvious than normal.

      --
      "First they came for the slanderers and i said nothing."
    6. Re:Computers are no good at lying is that a joke? by dmomo · · Score: 1

      I agree. Computers don't have to lie. Meaning, they will be able to arrive at the same actions without knowing that we'd see it as lying. But they'd still do it. They don't have to know why, they just have to know that certain actions correlate to success given certain situations.

    7. Re: Computers are no good at lying is that a joke? by Solandri · · Score: 3, Interesting

      Oh, I know a neural net can learn and tweak its responses based on past experiences. The beauty of bluffing is it can totally screw up that learning process

      For years, Ty Cobb famously overran 3rd base instead of stopping every time a certain player fielded the ball. That forced the player to throw the ball to third base to force Cobb back. Eventually the player got used to Cobb overrunning third base and his throws to force him back got lazy and slow. Then one day in an important game with the score tied, Ty Cobb overran third base, the player made a lazy throw to third to force him back, and Cobb broke for home and scored the winning run.

      Really good players develop an innate sense for when an opponent is bluffing. I can't explain how it works, but I know it does. When I was kid, I had this innate sense for The Price is Right. I could predict with about 95% accuracy when the announcer was going to say the prize was a new car. I have no idea how I did it, but my subconscious was getting some sort of signal from the inflection of his voice or the delay in his speech or something that told my conscious mind that he was going to say a new car. Ty Cobb was also exceptional at this sort of thing. When a teammate once asked him how he was able to hit so well against a certain pitcher who gave everyone else problems, Cobb replied that the pitcher's ears wiggled every time he was about to throw a curve.

      This works when your mind is flexible enough to consider all possible inputs, even the seemingly irrelevant ones. It doesn't work with an AI programmed to look at only a limited number of "important" inputs to keep the CPU load down.

    8. Re:Computers are no good at lying is that a joke? by Kartu · · Score: 1

      If this game was only about strategy, average player would have a chance vs pro (pure luck).
      But it's about... micro. Strategy isn't that hard to master.
      Amazing micro is what makes pro players pro.

      And there are things which even pro players can't do, but AI easily can: micro managing multiple battles spread across the map.

    9. Re:Computers are no good at lying is that a joke? by Anonymous Coward · · Score: 0

      There is more and at the same time less to AI's than many believe. For example AI's can take advantage of being a computer and doing something that humans have great difficulty doing well multitasking. Computers are very good at quantifying time slices and managing multiple "threads" of thought at once. We have pretty much solved most or all concurrency problems. While the human brain can be trained to some level of doing this computers are designed to do this. Humans have to focus our attention, and while we have gotten good at this, some of us to the level where it appears we are multitasking, computers will have an advanaage here. Now while bluffing and lying are traits humans will have an advantage in, computers will learn to adapt. What i mean by this is that computers will see the human strategy, and will remember it. Eventually they will learn to recognize it and compensate for it, and eventually surpass it, and possibly even use it. Computer learning algorithms are getting scary good. Granted current iterations take 1000's of games, but we are finding ways to narrow that down.

      An example of this is the terrains in Starcraft. The Terran AI is far harder than the other races (or at least it was when i last played), the reason for this is that Bliz the AI for Terran seems harder but in reality it is pretty much the same as the other races. The reason is that Terrans are over powered, it's just that humans don't naturally have the attention required to play the race efficiently. It may be gaps like this one that computer AI's will take advantage of to surpass humans.

      We may not be at the singularity yet, but one day soon it will be here.

    10. Re:Computers are no good at lying is that a joke? by houghi · · Score: 1

      The hard part of lying is not to not tell the truth, but make people believe it IS the truth.
      The example you give is a great example of that. We all know it isn't true, so it is a bad lie.

      Other things are less obvious. Are the voting machines are telling the truth, or are they lying? If there is doubt, we could check it, unless the people who are doing the checking are also the ones who gain from the lie (for whatever reasons).

      The thing is that we always assume that computers tell the truth. e.g. You have entered the worng login and/or password. You retype it and you would never think that was not true.

      The reason is that to lie, you need to gain something by not telling the truth. This can be in extreme cases a medical condition, but under normal circumstances it is to get a profit out of it.
      There is no real reason a computer would deny your first two tries of login and password and allow the third one, even if they are identical.

      Programming lying is harder than you thing. Not sure how good they are at lying in poker games.

      Imagine a game where you can select 1-6 and the computer colls a dice. You never whin, because it exclused what you selected. So you play 6 eery time and now you notice that 6 is NEVER trown. You do that for other numbers and you caught the liar.
      So now you need to finetune that and see that if somebody starts selecting 6 all the time, you need to start playing honest.

      So now we start playing with 5 people at semi-random numbers and we see that nobody ever wins.

      So the hard part is not the lying and cheating. The part is not being caught (too soon)

      --
      Don't fight for your country, if your country does not fight for you.
    11. Re: Computers are no good at lying is that a joke? by Anonymous Coward · · Score: 0

      This works when your mind is flexible enough to consider all possible inputs, even the seemingly irrelevant ones. It doesn't work with an AI programmed to look at only a limited number of "important" inputs to keep the CPU load down.

      That's why most AI operate with a mode that does consider all possible inputs. It just isn't as innovative or spontaneous as that of a human because the CPU required is prohibitive.

    12. Re:Computers are no good at lying is that a joke? by catchblue22 · · Score: 1

      The way the AI will play will likely involve neural networks trained on past games by champion level players. If lying forms an important part of those games, then the AI will learn to lie.

      --
      This and no other is the root from which a tyrant springs; when first he appears as a protector - Plato (423 to 327 BC)
    13. Re: Computers are no good at lying is that a joke? by Anonymous Coward · · Score: 0

      I'm not sure what limited inputs you are talking about, but nowadays computers can keep track of more things than humans. We were told these same things you're saying about Chess and Go .. yet computers beat humans.

      As for tricking the computer, it would mean everyone would have to conspire against it and train it to wrongly anticipate a move. That's not plausible especially if they can have it learn from existing games versus humans. That Ty Cobb example is a trick that worked against a human. A computer might not necessarily fall for that since it would simulate that move and realize it could lose by allowing it. But anyway, your argument is basically that the programmers don't know any of the Starcraft tricks, which is not a good assumption. I'm sure they would talk to the top Starcraft players to find out how they play.

      If you want to bet money that a computer will never win against a human champion at starcraft I'm willing to take that bet.

    14. Re: Computers are no good at lying is that a joke? by backslashdot · · Score: 1

      How would a human be any better than a computer at that dice cheating? A human would get caught just as easily as a computer.

  4. Re: And this will help the people how? by Anonymous Coward · · Score: 0

    Just look at how passionate about chess so me of their kind is.

  5. Re:Fire EditorDavid by Anonymous Coward · · Score: 0

    They should use something like Street Fighter II instead. 1 vs 1 and if you lose, it's because you messed up.

  6. Re: And this will help the people how? by Anonymous Coward · · Score: 0

    Like how they support "space."

  7. Data vs the Zackdorn by spire3661 · · Score: 3, Interesting

    Data couldnt beat Kolrami, so he forced him into what would have been an indefinite stalemate. Kolrami found this incredibly insulting and forfeit. Data won by having no ego. He busted him up.....

    --
    Good-bye
    1. Re:Data vs the Zackdorn by Anonymous Coward · · Score: 0

      Data couldnt beat Kolrami, so he forced him into what would have been an indefinite stalemate. Kolrami found this incredibly insulting and forfeit. Data won by having no ego. He busted him up.....

      Data didn't need sleep. He would have won eventually just by not losing. For immortals, or close approximations, the ability to maintain a stalemate guarantees a win.

    2. Re:Data vs the Zackdorn by spire3661 · · Score: 1

      But Kolrami didnt stipulate that at the time of the challenge. He expected to beat Data outright, thus causing him to enter a possibly unwinnable game. As another fictional computer once said 'The only winning move is not to play'.

      --
      Good-bye
  8. Another big problem is training resistance by SuperKendall · · Score: 2

    It seems like an AI would be really susceptible to being "trained" to react in a certain way by a player, who could then take advantage of that by sending up fake signals early and doing something that takes advantage of the anticipated AI response.

    That may seem the same as "AI's cannot lie", but it's actually more about an AI being more susceptible to bluffs than a human player would be.

    --
    "There is more worth loving than we have strength to love." - Brian Jay Stanley
    1. Re:Another big problem is training resistance by AK+Marc · · Score: 1

      Yes. The iocane powder scene from Princess Bride will always result in the computer picking the wrong gone, as the human will learn the pattern for which the computer would pick. The idea of tricking someone else would also require understanding tricking, to recognize the pattern when appling it, as well as when it happens.

    2. Re:Another big problem is training resistance by AmiMoJo · · Score: 1

      The same could be said of human players. The key is that in tournaments you only play each opponent a few times at most, so the opportunity for training is somewhat limited.

      Having said that, IBM's computer did it to Kasparov by making the same mistake a few times, and then when he tried to take advantage again countering it. IIRC the engineers had to manually program it to avoid the trap though, it wasn't something the computer planned to do.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
  9. Re: And this will help the people how? by Anonymous Coward · · Score: 0

    Space is just corporate welfare that takes from the people to give to the corporations.

  10. Re: And this will help the people how? by Anonymous Coward · · Score: 0

    Because beating Starcraft will help supply people with clean water...not!

  11. Just a Blizzard publicity stunt to stay relevant by Woldscum · · Score: 4, Funny

    Blizzard is a dying company. HOTS is a huge flop. Overwatch will also be a flop. Starcraft is basically dead. Diablo has a following and Hearthstone is the only real hit they have. WoW is kept on life support by the fanboys. After the next expansion flops again it will finally die.

  12. Re: Hacker News by Anonymous Coward · · Score: 0

    But you are part of the problem. So often the political posts bring just as many page views from disagreement as agreement.

  13. Re: And this will help the people how? by Anonymous Coward · · Score: 0

    They incorrectly view being pro-science as being anti-liberal arts.

  14. Unfortuantely by turkeydance · · Score: 0

    Unfortuantely

  15. Re: And this will help the people how? by Anonymous Coward · · Score: 0

    But the US will just print more money to cover the debt, so saying we have a spending problem is disenginuous.

  16. Re: And this will help the people how? by Anonymous Coward · · Score: 0

    Disingenuous. Pelosi has used that word several times to describe the lie that we're spending too much money.

  17. Total Annihilation by Cruciform · · Score: 1

    They should do this with Total Annihilation and see what kind of behavior the AI comes up with.
    There was some fun, and devious, stuff in TA -- like using your robot troop transport to fly into an enemy base, kidnap the Commander, and then self destruct.
    Tactics that weren't documented, and only emerged in the community over time as they were discovered.

    1. Re:Total Annihilation by Anonymous Coward · · Score: 0

      as long as it's not the AI that was used in TA... god that AI was terrible. "i'm on an island with no way to move kbots or vehicles to the next land mass, but i'm gonna build 4 kbot factories and keep cranking them out until i can't walk around, and not build a single aircraft plant or seaport"

  18. Cheese-o-matic by DraconPern · · Score: 2

    Every games will be over in 4min as the computer just cheeses everyone.

    1. Re:Cheese-o-matic by Anonymous Coward · · Score: 0

      Does cheese automatically win? I thought there were defense tactics for cheese. If cheese always wins then the whole point of starcraft tournaments is moot isn't it?

    2. Re:Cheese-o-matic by Anonymous Coward · · Score: 1

      In SC1 there is an unbeatable glitch rush involving worker stacking. Pro players don't use it on purpose.

  19. ALS v starcraft? by Anonymous Coward · · Score: 0

    ALS v starcraft?

  20. Re: And this will help the people how? by Anonymous Coward · · Score: 0

    But people need to know that they must construct additional pylons.

  21. Re: Hacker News by Anonymous Coward · · Score: 1

    ... SJWs ...

    DRINK!

  22. Re:Teach an AI to lie... by Anonymous Coward · · Score: 0

    The AI emperor needs no clothes...

  23. As An AI Researcher by Anonymous Coward · · Score: 5, Interesting

    I'm a CS Masters student doing a thesis on a RTS AI. Computers can beat humans, we just haven't tossed enough CPU at it yet. RTS are exactly the same as checkers, chess, go, etc... except you have more pieces, more board positions, and more than one piece can be moved per turn. To reduce that into something computable, you need good abstractions. Once you have those the game becomes a tree search, same as all the board games. Google/IBM can bring enough computing resources to the table to win. There are some bumps in that: imperfect information, teams, etc... but they don't change the core algorithms.

    Computing the entire game tree is too expensive. They'll probably do it at a unit/battle level, at a squad level, at a city level, and at a long term strategy level. Doing things at different levels greatly reduces the search space. From your training data you'll know how well you can expect the battle manager to handle an upcoming attack with an expected loss of XYZ at some probability, so the strategy component doesn't need to bother with all the minor details of how to fight it.

    500 commands a minute? That's nothing. With the computing resources of a super computer, expect the AI to be able to issue an order to every individual unit every game turn. And yes, at the game engine level all real-time strategy games are actually turn based.

    When you have the resources, a tree search over a game's state space with a little bit of memory (so the enemy can't get your units stuck in a circle) is effectively unbeatable.

    1. Re:As An AI Researcher by Anonymous Coward · · Score: 0

      Have you considered that RTS can work more like a Monte Carlo simulation and less like a tree that calculates a chess game? A simulation does not need awareness of the board or a concept of turns - instead, a set of different AIs working together and communicating via many decision trees, queues, and neural networks at different schedules. I suspect, it would be way more interesting, way smarter, and exponentially more efficient at a multi-core CPU level. Actions per minute might matter less than ability for different AIs to react to its surroundings or calculate a regression of the users gaming style based on clicks per minute. AI could be way more fun and it does not need to cheat or do the single decision tree board game approach. We are not in the 90's. I am sure there is a few of us that will bring some major innovation to RTS and the approach your are talking about will remain in the college text book where it belongs.

    2. Re:As An AI Researcher by Anonymous Coward · · Score: 0

      I think it depends on what level the AI is allowed to interact with the system. If its inputs are restricted to mimic those of a human, meaning it only gets to look at a specific piece of the board at a time and has to wait for scroll, do unit recognition etc, as well as its outputs, meaning it has to move the mouse and select a unit then go through the same menus as a player, it won't be able issue a command to every unit per game turn because it will be limited the same way humans are.

      If they "cheat" and don't make the AI interact the same as the human then yes it could do that however if that is then case then even if the AI wins it doesn't really prove anything because the AI can always win when it gets to "cheat".

    3. Re:As An AI Researcher by phantomfive · · Score: 1

      When you have the resources, a tree search over a game's state space with a little bit of memory (so the enemy can't get your units stuck in a circle) is effectively unbeatable.

      ? A tree search branches so quickly that it doesn't matter how many resources you have, you can't possibly calculate them all. That is where the intelligence comes in: figuring out what branches to prune.

      --
      "First they came for the slanderers and i said nothing."
    4. Re:As An AI Researcher by Iamthecheese · · Score: 1

      How applicable is this to real-time RPG's? And if it's equally applicable how is that different from real-life war fighting?

      --
      If video games influenced behavior the Pac Man generation would be eating pills and running away from their problems.
    5. Re:As An AI Researcher by Anonymous Coward · · Score: 0

      My gut feeling is that tree search might not be the way to go, but rather some UCI / Monte Carlo with RAVE boost. /Your professor

    6. Re:As An AI Researcher by martyros · · Score: 1

      RTS are exactly the same as checkers, chess, go, etc... except you have more pieces, more board positions, and more than one piece can be moved per turn.

      ...but more importantly, limited information. In checkers, chess, go, &c all players have perfect information. In Starcraft, you have the "fog of war", which adds a different dimension to the gameplay (i.e., the importance of scouting and the possibility of deception).

      --

      TCP: Why the Internet is full of SYN.

    7. Re:As An AI Researcher by AmiMoJo · · Score: 1

      Wasn't the whole point about a computer beating a Go master that the game is so complex it can't be reduced into a tree search? They had to go beyond simply mapping out all the possible moves and counter moves, like they did with Chess. In fact, even with Chess they but in a lot of biases for proven strategies.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    8. Re:As An AI Researcher by Anonymous Coward · · Score: 0

      And yes, at the game engine level all real-time strategy games are actually turn based.

      Discrete-time and turn-based are two completely different things.

    9. Re:As An AI Researcher by phantomfive · · Score: 1

      Wasn't the whole point about a computer beating a Go master that the game is so complex it can't be reduced into a tree search?

      FWIW it was still a tree search, they just were more efficient at pruning than they were with the chess engine (much more efficient).

      --
      "First they came for the slanderers and i said nothing."
    10. Re:As An AI Researcher by tommeke100 · · Score: 1

      Since RTS always move in 'small increments', maybe Metropolis might be even better than Monte Carlo ( well it's basically a special case of Monte Carlo)?

    11. Re:As An AI Researcher by Anonymous Coward · · Score: 0

      Your statement MAY be true, but only if a few circumstances exist.
      1) You break the game to allow a procedural interface instead of the one that is there today. (i.e. make a new game)
      - Oh, you want to issue a million commands per second? Try doing that with hotkeys and the mouse like a person. Sorry, there's an upper limit that is UI bound, so the AI is building a prioritized command queue. That means that lower priority actions never get done. That creates a vulnerability if the human can crack that prioritization scheme.
      - Oh, you want a JSON feed of unit locations? Sorry, look at the map, that's what a human has to do. It can be done, but at the expense of resources that would go into issuing orders.
      2) The human opponent hasn't ever played with the AI before - Sans full visibility, the AI has to work to a generalized optimized solution, but there's no such thing in an RTS, only an optimized solution for a specific reaction. If I know that the AI will start the game with an infantry rush, I can prepare. If I know it will turtle up, then I can prepare. A lot of this (and multiplayer RTS in general) is dumb luck that you chose the RIGHT strategy for your opponent's approach.
      3) 1-on-1. Backstabbery would be REALLY hard to model via evidence.
      4) Understood terrain - People can memorize it, so I suppose the PC should be able to.

  24. How To 'Lie' by Anonymous Coward · · Score: 0

    The following is an AI unit positioning heuristic for determining which locations are good points for units to hangout (assuming the AI wants to mass units and not just individually control each one for perfectly executed, constant attacks across the entire border. Humans group units into manageable sets. An AI with a lot of processing power behind it doesn't need to do that.):

    1) Does the enemy know we can build these units?
    2) Has the enemy seen many of these types of units?
    3) If 1 and 2 are false, then hold the units at a spot not visible to the enemy, assuming the unit isn't needed for something else.
    4) If 1 or 2 are true, then put rand() percent of the units in an enemy visible location and the rest in a non-visible position, assuming the unit isn't needed for something else.

    Where's my million dollar grant? You can do a similar thing to draw defending units away from a base. However this is too high level. Google will just train a massive neural net-based tree search on millions and millions of games with a large selection mini patterns. If it looks like this, then consider this best option that worked in the past if we can't come up with a better one within the calculation time. Really, that's a generic, high-level way of solving any problem. You just need enough CPU power to do it.

  25. Civ V by FunkSoulBrother · · Score: 2

    How about they work on writing an AI that can play a competent game of Civ V without cheating.

    RTS is much less interesting since a big component of RTS is actions per minute/reflex based. Of course a computer is going to be better at that.

    1. Re:Civ V by phantomfive · · Score: 1

      That actually sounds really fun.

      --
      "First they came for the slanderers and i said nothing."
    2. Re:Civ V by adolf · · Score: 1

      How about they work on writing an AI that can play a competent game of Civ V without cheating.

      RTS is much less interesting since a big component of RTS is actions per minute/reflex based. Of course a computer is going to be better at that.

      I'd like to point out a few things:

      1. Google and their competitors are working on this same problem.
      2. Operating Skynet is going to be closer to a Starcraft-esque RTS than Civ V.
      3. There can only be one.

    3. Re:Civ V by allcoolnameswheretak · · Score: 1

      Oh yes please. Apart from the great, scientific achievement that would be, us Civ fanbois really need a somewhat competent Civ V AI to make the game suck less.

    4. Re:Civ V by Anonymous Coward · · Score: 0

      check this out: http://forums.civfanatics.com/forumdisplay.php?f=497

    5. Re:Civ V by Anonymous Coward · · Score: 0

      Civ V was a full-on regression.

    6. Re:Civ V by FunkSoulBrother · · Score: 1

      Civ V was a full-on regression.

      I wouldn't even say that, just that by moving to 1-unit per tile (which is awesome, in theory), they made the problem an order of magnitude more complex for an AI to accomplish. Much easier to move a stack of doom to a rallying point ala Civ4, than to shuffle units all over a grid ala chess, but with 100 unit types and different terrain types to handle.

      From a UI perspective Civ V is a huge jump over the previous games.

    7. Re:Civ V by allcoolnameswheretak · · Score: 1

      Thanks. I've actually been eyeing that for a while now, but it lists all the wonders and leaders DLC as requirements. I'm waiting for another Civ Steam sale to get them, as there's no way I'll pay 50 bucks to scrape all that DLC together.

  26. starcraft is about speed by Gravis+Zero · · Score: 1

    a significant limiting factor in playing starcraft is players ability to manage a large number of units at the same time. with a machine, speed is not an issue, so it will always win by that measure. chess and go didn't have a time component to them, so it was purely about strategy. the only way to make a battle of starcraft a fair fight over intelligence is to slow the game down to requiring both players to agree to move on to the next event cycle (aka "tick") in the game. it would be an absurdly slow game but intelligence isn't about how fast you can do something, it's if you can do it at all.

    --
    Anons need not reply. Questions end with a question mark.
    1. Re:starcraft is about speed by Anonymous Coward · · Score: 0

      Alternatively the AI can control the mouse and keyboard, perhaps with speed restrictions and not provide any other inputs to the game. It would likely require some API to understand the units it sees on the screen though.

  27. Within The Year by Anonymous Coward · · Score: 0

    Starcraft is not as calculation heavy as a game of chess, it is more of a test of human efficiency using a mouse and keyboard than anything else. Understanding that, a computer can do infinitely more commands per second than a human could ever do, so most traditional understanding of strategy would be thrown out the window.

    Hopefully this demonstrates why a computer would simply trounce any human without even real AI. Strategies could simply be pre-scripted and unstoppable.

    Sorry BoxeR, but you will be beaten.

    1. Re:Within The Year by Maritz · · Score: 1

      You seem confused as to the status quo. AIs are not being high-level players on Starcraft.

      There are many more permutations of possible Starcraft games than games of chess.

      --
      I do not want your cheap brainburning drugs. They are useless for work. And I am a working man today.
  28. Go? Chess? Big deal. by mark-t · · Score: 1

    How about beating humans at something like Cards Against Humanity? Or Werewolf?

  29. Human tricks will not work on AIs by Anonymous Coward · · Score: 0

    Maybe the AI could have a hard time tricking humans, but at the same time humans will have a hard time tricking the AI. Odds are that the AI will not be lured into traps if they appeal to humans.

    One of the first times I played Command and Conquer with multiple players, I ended up winning by deception, which for sure wouldn't work on an AI. Most players were dead and we were only two left. He attacked me over and over and each time I sent forward my tanks and all tanks on both sides died and it ended up as a draw. I decided on a chance of strategy because my tanks would not overpower his tanks. I started building helicopters in the corner I knew he couldn't see and kept them hidden even during attacks. Them being secret was the major factor. I built tanks at the same time and more combats ended with a draw. At some point he attacked, I set all my tanks to attack move to a point behind his tanks and they would likely behave ok on their own after that. I then set all my helicopters to circle his attack and went directly to his base. He was busy with my tanks and that battle generated lots of "you are under attack" warnings, meaning he didn't realize what happened to his base until the tank battle was over. At that time he had no tank production facilities left.

    My point here is that I intentionally attacked while I knew he would look at the tanks and I knew the attack warnings would drown in all the other combat messages. Even better, exploding buildings would be hidden by the sound of exploding tanks. Because the sounds were so important for the distraction, I don't think I would be able to fool an AI by doing the same thing.

    Due to being a LAN party, the dead players had gathered around the still alive players and it sounded really funny when the other "team" realized what was going on. Luckily the people who watched what I did didn't talk about it at all. One started a little bit and I hinted "no talking about my surprise" and they shut up. Oddly enough despite the number of LAN parties I went to after that, I never encountered a C&C game where it really made sense to repeat that strategy. Most likely because I never encountered somebody who didn't try to change strategy when attacks kept on failing.

  30. Limiting factor of AI.... by Anonymous Coward · · Score: 0

    ... is they can't issue 500 commands per minute (8.33 commands per second) like human players? Surely issuing large numbers of commands in a short space of time is not where AI falls short. If you preloaded a plan involving issuing 500 commands into an AI, it would execute them at the fastest speed the game code could keep up with, whatever that may be in Starcraft. Working out what commands they should be issuing is the problem.

  31. Re:Just a Blizzard publicity stunt to stay relevan by Anonymous Coward · · Score: 1

    Imagine how much money you're going to make when you short their stock. You'll be rich I say! Rich!!!

  32. Re: Hacker News by AK+Marc · · Score: 0

    Simply not true. The level of SJW has always been the same. But with more assholes like you labeling anyone who calls an asshole as an SJW (even if, or especially if true), the instances of accusations of SJWs by assholes has increased greatly. Use of the word has increased greatly, but not the people who are incorrectly called that by assholes.

  33. Re:Just a Blizzard publicity stunt to stay relevan by Anonymous Coward · · Score: 0

    Blizzard is a dying company. HOTS is a huge flop. Overwatch will also be a flop. Starcraft is basically dead. Diablo has a following and Hearthstone is the only real hit they have. WoW is kept on life support by the fanboys. After the next expansion flops again it will finally die.

    You'd best stick to gaming because with predictions like that your budding career as a financial analyst is likely to be undistinguished.

  34. Starcraft API by braindrainbahrain · · Score: 3, Informative
    BTW, if anyone wants to jump in and design their own Starcraft AI, this API is available for you to do it (I have no connection to the API project, btw).

    The API is for the Starcraft Broodwar. If anyone knows of an API for the more recent Starcraft II, please post.

  35. Re:Just a Blizzard publicity stunt to stay relevan by Eloking · · Score: 1

    Blizzard is a dying company. HOTS is a huge flop. Overwatch will also be a flop. Starcraft is basically dead. Diablo has a following and Hearthstone is the only real hit they have. WoW is kept on life support by the fanboys. After the next expansion flops again it will finally die.

    You'd best stick to gaming because with predictions like that your budding career as a financial analyst is likely to be undistinguished.

    While I don't completely agree with the guy, I don't think he's completely wrong either. I don't think HOTS will be successful and Overwatch is a big question mark. But in both case, I got the "Too little, too late" feeling.

    But he's wrong about Diablo 3, with 30 million copies sold I can hardly call it a flop. Also, the WoW is heading to it's end. But I've no doubt that they could make WoW2 successful when the first onewill die.

    --
    Elok
  36. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  37. "Many top StarCraft experts believe AIs will fail" by Anonymous Coward · · Score: 0

    Keep smoking that crack.

  38. Toy world problems by Ferocitus · · Score: 1

    Starcraft is too much of a toy world to be convincing of AI capabilities.
    A grander challenge, but still toy-world, would be some smaller games, like the Space Station 13 series. Unlike Go, Star Craft and other games, SS13 success relies on some degree of co-operation between players.
    Teenagers, especially, use natural language and anti-language, with words and expressions that only small groups within the "in-crowd" understand. Once adults (or AIs?) start using the same groovy words, kids will often then start using other words and phrases.
    I'd love to see how an AI performs in games where it doesn't even know all the meanings of words, or where the opposite meaning of a word is obvious to a closed group.

    --
    USB, USB, USB!
  39. Re: Just a Blizzard publicity stunt to stay releva by s4m7 · · Score: 2

    Starcraft confirms it.

    --
    This comment is fully compliant with RFC 527.
  40. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  41. Re:Hacker News by phantomfive · · Score: 2

    Problem with Hacker news is they don't have a funny mod, so everyone is always uptight, because if you don't say something insightful, you'll get voted down.

    It's a lot more relaxed at Slashdot.

    --
    "First they came for the slanderers and i said nothing."
  42. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  43. So funny that Starcraft players say theyre unique by Maxo-Texas · · Score: 1

    I mean seriously. ha ha hahah HAHA HAA H HAH AHAHAHH HAHHAHA ha he he heh heh.

    Chess players ,jeopardy players, go players all laugh and weep at the same time in sympathy for you.

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  44. Re:Go? Chess? Big deal. by cbhacking · · Score: 1

    Actually, I bet a sufficiently-well-trained AI could win at CAH (for values of "win" equal to "get the most black cards"; in practice everybody wins in a good game of CAH). Even without a camera watching player expressions and so on, an AI can learn combos that work well (and who they work well for), and see all kinds of relations between cards in terms of how different players react to them. It would take a lot of training - quite possibly an infeasible amount - to be good enough to beat *arbitrary groups*, but a specific group? Yeah, it could do it.

    --
    There's no place I could be, since I've found Serenity...
  45. Re:Just a Blizzard publicity stunt to stay relevan by phantomfive · · Score: 1

    While I don't completely agree with the guy, I don't think he's completely wrong either. I don't think HOTS will be successful

    HoTS is over, and it was successful. The most recent release of Starcraft was LoTV, and it was also a huge success. Furthermore, it's brought people back to the game who haven't played in nearly half a decade. Furthermore, LoTV is tons of fun.

    --
    "First they came for the slanderers and i said nothing."
  46. Unbalanced and boring competition by Britz · · Score: 1

    As far as I understand micro in games like Starcraft, a computer ai should have a huge advantage. In a battle a human player will usually direct the fire of several units at once. A computer would direct every single unit and point it at the optimal target and also move away units that have taken fire. Starcraft II marines do a stutter type movement, for example, where they use the pause between shots to move, loosing almost no fire time. Thus a computer player would have perfectly balanced health, every time one unit loses health it would be moved to the back. A human player would thus lose units a lot faster. Also a computer player could individually target the best places and units to shoot for every single shot. Since some units have better attack against other units, this would make another difference.

    All those problems are solved already. You don't need new ai research, you just need the time and work to put in algorithms that know which unit should prefer to attack which other unit and when it is best to move back a unit a little (when it is under attack itself).

    So my question is: Since Starcraft is half about micro and half about macro, doesn't that make a game between a computer player and a human player boring, since the computer has such a huge natural advantage in micro? Or will the computer in Starcraft be forced to mimic the human disadvantage in micro in some way?

    Since this is your thesis, what do you think? OTOH you could enable the some of the micro algorithms (that your units automatically attack the weakest enemy, for example) for the humans as well, but that would hurt the human players, since they aren't used to that.

    I just don't think Starcraft is a good game to play against a computer in that sense. And I wonder why the computer isn't better at it right now.

    1. Re:Unbalanced and boring competition by Anonymous Coward · · Score: 0

      You hit it right on the nail, smarter algorithms within the AI are much more important than a good decision tree that calculates the board - the is not need to calculate the board at all. As far as Starcraft 2 goes, it is for people that love memorizing click patterns - not learning how to come up with good RTS strategies. It seems more like an Arcade, Command and Conquer 3 and Total Annihilation were both much better.

      With that said, there is nothing that prevents developers from allowing human players to get the AI micro features same as an AI while allowing more granular micro control. It just takes a little bit more work and gaming companies seem to fire their developers when the project ends instead of accepting their creative contributions and building upon their efforts, hence no good new RTS in almost a decade. EA execs definitely need to be fired.

    2. Re:Unbalanced and boring competition by Anonymous Coward · · Score: 0

      Go and Chess naturally limit reaction time. To be a proper proof of AI, they would have to limit the AI's micro ability.

    3. Re:Unbalanced and boring competition by Maritz · · Score: 1

      The AI loses at the moment because it doesn't make enough of the right types of unit, or have them in the right location. I agree with your premise - an equally sized engagement should result in an AI win every time, because of micro.

      --
      I do not want your cheap brainburning drugs. They are useless for work. And I am a working man today.
  47. Yeah, right ... by Qbertino · · Score: 1

    "A machine isn't good at lying."

    Yeah right. Until some college students find the ultimate "SuperCrushRush(TM) StarCraft Bluff Algorithm" and their box mops the floor with every number of human opponents in a game of SC.

    It's a modern microcomputer people!
    Take one, give it insane specs, a small army of engineers and a few years time and they will find a way that the machine outperforms every human at a very specific task. ... This isn't news, this is blatantly obvious.

    --
    We suffer more in our imagination than in reality. - Seneca
  48. Blatantly obvious name for the AI ... by Qbertino · · Score: 2

    Overmind.

    --
    We suffer more in our imagination than in reality. - Seneca
  49. Re: Hacker News by Anonymous Coward · · Score: 0

    With the influx of liberals and SJWs here the past few years, political stories get a lot of comments and views. I can't blame the new owners for doing something that greatly increases their ad revenues.

    Need some ethics with your gaming journalism there do you.

  50. Re:Just a Blizzard publicity stunt to stay relevan by Eloking · · Score: 1

    HoTS is over, and it was successful.

    was? Is the past tense intentional?

    Either way, I guess it depend of your definition of "successful". In my mind, if they don't get even close of DOTA2 and LOL number, it won't be a success and it won't survive for long.

    As for Starcraft II, I've read a number of a few million but I wasn't able to find it's total number of sales. But, keeping Diablo III 30 millions in mind, I wouldn't call it a huge success, Diablo III was.

    --
    Elok
  51. Re:So funny that Starcraft players say theyre uniq by Anonymous Coward · · Score: 0

    At least it would be impossible for an AI to beat the best Starcraft player. An AI can't look 5000 moves ahead to pick the best move in Starcraft. It takes a lot of skill to play Starcraft at a high level.

    Just impossible to program an AI to deal with all the variables and deceptions. Unless you program it to do random things in the hopes of bring right once in a while.

  52. Re: And this will help the people how? by stealth_finger · · Score: 1

    Space is racist, those dirt republicans just want to leave blacks and minorities behind on earth. It's the new form of white flight.

    Space is black motherfucker.

    --
    Wanna buy a shirt?
    https://www.redbubble.com/people/stealthfinger/shop?asc=u
  53. Re:Just a Blizzard publicity stunt to stay relevan by rocqua · · Score: 1

    HOTS was a huge success, because it was almost entirely an accident. Very little actual investment, and a pretty good return.

  54. Spades AI Lies by Dareth · · Score: 1

    The spaces AI on many online versions of the game are good at lying. Especially if they say they will cover you when you, their partner, goes null.

    --

    I only look human.
    My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
  55. The really hard project by Anonymous Coward · · Score: 0

    When is AI going to tackle the really hard/useful stuff like a robot to talk to telemarketers?
    Now there is a gift to mankind worth making.

  56. re: about micro, not strategy by King_TJ · · Score: 1

    Yes, 100% truth!

    I've been playing a lot of SC2 lately, and it's a really strange thing with that particular game.

    I find that it's really enjoyable, trying different variations of strategies and a certain thrill in pulling off such things as heading off a whole army of units as they're on the way to destroy your base, using only a couple of Ghosts with nukes. Or strategically building a bunch of Void Rays in a far corner of the map that the enemy hasn't even explored yet, so you can suddenly bring a fleet of them out unexpectedly to change the course of the battle, just when the enemy thinks he/she is winning.

    But at the same time? I just have no interest in ranking up to play at a high level like "Diamond", because all of those "pros" are just playing the game like machines. It's all about how quickly you can click a mouse in exact sequences to maximize build rates of the "optimal" units at so many seconds into the game, etc. etc. While that makes them technically superior players, it also strips all the fun out of it for me. If I get pitted against anyone who plays like that, I find everything I'm constructing gets completely annihilated in a matter of only a few minutes, with hordes of high level units I didn't even think could be built that quickly.... But I have to think people playing the game that way aren't even enjoying it anymore. They're just enjoying going through the motions as precisely as possible to achieve the reward of as high as rank as they can get. It's sort of like the gambler who keeps pulling the lever on that slot machine because the potential payout motivates them to continue, instead of actually finding the slot machine fun to play in and of itself.
     

  57. Re:Go? Chess? Big deal. by stealth_finger · · Score: 1

    How about beating humans at something like Cards Against Humanity? Or Werewolf?

    I'm still looking for the computer that can beat me at boxing.

    --
    Wanna buy a shirt?
    https://www.redbubble.com/people/stealthfinger/shop?asc=u
  58. Re:Just a Blizzard publicity stunt to stay relevan by phantomfive · · Score: 1

    In my mind, if they don't get even close of DOTA2 and LOL number, it won't be a success and it won't survive for long.

    Even starcraft 1 is still surviving and has a scene, heck, even smash brothers has a scene and has survived, so you're not thinking very clearly.

    --
    "First they came for the slanderers and i said nothing."
  59. Re:Just a Blizzard publicity stunt to stay relevan by Anonymous Coward · · Score: 0

    It sounds like some unfortunate acronym confusion here:

    Starcraft II: HotS = Heart of the Swarm
    HoTS = Heroes of the Storm

  60. PvP, PvAI are different by Anonymous Coward · · Score: 0

    The problem is that the build orders and game are designed around results of pro-gamers facing each other which changing strategy over time. If you try to build an AI that beats those players, and I think you can, youve missed the point. If the AI chooses to use its own strategy, it might not be countered by unprepared pro-players. But if the AI was involved in the ladders/tournaments, just as a new player would be, players would learn to beat it. If THEN, it could win more than not, that would be something.

  61. Re:Just a Blizzard publicity stunt to stay relevan by Eloking · · Score: 1

    Even starcraft 1 is still surviving and has a scene, heck, even smash brothers has a scene and has survived, so you're not thinking very clearly.

    We're talking business here. So unless you show me some source of major income from it, Starcraft 1 popularity today doesn't worth much except for the IP (which show in the sales of Starcraft II).

    And I'm not quite sure where you're going with this, all I'm saying is that, in my mind, the last two AAA game of blizzard (Overwatch and HOTS) won't achieve the success of their other IP (Warcraft, Starcraft and Diablo).

    --
    Elok
  62. Re:Just a Blizzard publicity stunt to stay relevan by Eloking · · Score: 1

    It sounds like some unfortunate acronym confusion here:

    Starcraft II: HotS = Heart of the Swarm
    HoTS = Heroes of the Storm

    Oh my god, I didn't notice!

    One of Starcraft II expansion got the same acronym as Heroes of the Storm.

    --
    Elok
  63. Re:Just a Blizzard publicity stunt to stay relevan by phantomfive · · Score: 1

    And I'm not quite sure where you're going with this, all I'm saying is that, in my mind, the last two AAA game of blizzard (Overwatch and HOTS)

    Bro, HOTS is not the latest game from Blizzard.

    --
    "First they came for the slanderers and i said nothing."
  64. Re:Just a Blizzard publicity stunt to stay relevan by Anonymous Coward · · Score: 0

    Dying?
    http://www.digitaltrends.com/gaming/hearthstone-earning-20-million-monthly/

  65. Re:Just a Blizzard publicity stunt to stay relevan by Eloking · · Score: 1

    And I'm not quite sure where you're going with this, all I'm saying is that, in my mind, the last two AAA game of blizzard (Overwatch and HOTS)

    Bro, HOTS is not the latest game from Blizzard.

    Yeah, another guy just pointed out that HOTS is the acronym for both Heroes of the Storm and StarCraft II: Heart of the Swarm. I'm talking about Heroes of the Storm.

    --
    Elok
  66. Re:Just a Blizzard publicity stunt to stay relevan by phantomfive · · Score: 1

    oh, I see what you're getting at.

    --
    "First they came for the slanderers and i said nothing."
  67. Re:Just a Blizzard publicity stunt to stay relevan by Woldscum · · Score: 1

    Yes Heroes of the Storm is a flop. Question. How many NEW players will start playing Starcraft and WoW? I said Diablo has a following/player base. Overwatch @$60 will flop. In 6 months Overwatch will be just like Battlefront is now. Dead. Blizzard is the Microsoft of games companies. They are now putting out games no one wants to play except the die hard Blizzard fanboys. You know because it's a Blizzard game. Tell me how Overwatch is $60 and TF2 is still free.

  68. Re:Just a Blizzard publicity stunt to stay relevan by jd.schmidt · · Score: 1

    Actually I think all of their game have been a financial success compared to what would normally be called a success in the game industry. It is just that WoW was a ridiculous juggernaut cash cow. You simply can't plan for every game to give that kind of financial success and if revenue drops off from WoW, they will have no choice but to downsize into a more normal, if still successful, sized company. If anything it looks like they are managing the transition better that many companies in the past.

  69. Re:Just a Blizzard publicity stunt to stay relevan by Eloking · · Score: 1

    Yes Heroes of the Storm is a flop. Question. How many NEW players will start playing Starcraft and WoW? I said Diablo has a following/player base. Overwatch @$60 will flop. In 6 months Overwatch will be just like Battlefront is now. Dead. Blizzard is the Microsoft of games companies. They are now putting out games no one wants to play except the die hard Blizzard fanboys. You know because it's a Blizzard game. Tell me how Overwatch is $60 and TF2 is still free.

    You can't blame Blizzard to try creating new IP. And, worst case, they could create a D3 extension and millions will sell. They got many "easy-cash" option.

    --
    Elok
  70. Re:So funny that Starcraft players say theyre uniq by Maxo-Texas · · Score: 1

    hah hahaha. man, you are hysterical.

    You know, I hear we'll never need more than 640k on computers either!

    --
    She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
  71. Re:Just a Blizzard publicity stunt to stay relevan by danudwary · · Score: 1

    Uh.. Overwatch is only $40, at least on PC. There's a fancy version with extra skins and stuff for other Blizzard games, which is $60. No idea what console versions will cost, though.

  72. AI vs StarCraft Players by Anonymous Coward · · Score: 0

    And the StarCraft players, too, shall fall from their high thrones as the machine mind pummels them into oblivion...

  73. Re:Just a Blizzard publicity stunt to stay relevan by Some_Llama · · Score: 1

    TF2 cost money when it first came out as well, then it went free... this is the same thing Blizzard is doing.. paid to see if they can recoup devel costs then if it is successful use it to drive their platform (blizzard.net, which they already have a free game that has driven usage in part)