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10321959 No.10321959 [Reply] [Original]

Deepmind Starcraft update to be shown off live soon

The most recent developments will be revealed at 10 am PT/1 pm ET on January 24, on the StarCraft Twitch channel and Deepmind's YouTube channel. Hopefully it won't include anything about viruses.

https://www.youtube.com/channel/UCP7jMXSY2xbc3KCAE0MHQ-A/featured

>> No.10321974

>>10321959
Oh shit, I was just searching for an update on their progress yesterday. Amazing timing.

Thanks anon.

>> No.10322037

>>10321959
BUMP
this is going to be huge
anyone know a video that gives a crash course in the basics of competitive starcraft so I'm not totally lost during the match?
also,
>inb4 1000 apm from DeepMind

>> No.10322068

>>10322037
I can give the basics. Basically there is an extra resource of attention in RTS games. So for instance you can trade off economy for better military power by focusing more on micro instead of economy.

This means a key consideration is where to look, whether to glance down at the miniature map in the corner to see anything suspicious etc.

The other concept is that you have a choice between enhancement of economy, technology, or of more military strength, with some rock-paper-scissors elements to that, which vary based on attention requirements to utilize the units.

This means there is complex decision making at all times. Broodwar (Starcraft 1) is actually a much better competitive game because the "attention" management is even more important which allows comebacks and long games to be extremely skill dependent.

APM - Actions Per Minute is how many orders you give per minute. This generally is maximized by players as sort of "pace" setter to get their actions done fast. So as to maximize attention rewards.

>> No.10322071

>>10322037
best bet is probably playing a few games to get the basics and then watch a few commented matches
I like lowko https://www.youtube.com/watch?v=0cvE-6KziCE

most of players APM comes from moving the camera around all the time and swapping between production buildings to check progress, not sure whether deepmind is more efficient about this.
if all of those actions were to be spent on unit micro though it would be pretty sick

>> No.10322077

>>10322037
Well, from everything I've read over the last couple of years about deepminds attempts at playing SC have been abysmal.

In fact, just recently, they stated something along the lines of (can't find the quote, as now google is flooded with the announcement in the OP), that a dramatic breakthrough in machine learning was required for neural nets to stand a chance at beating the most rudimentary starcraft 'bot'. This was about a year ago though.

So unless something seriously has changed over the last year, I wouldn't get too excited.

(I can't fucking wait for AI to actually be able to challenge the best SC players, though)

>> No.10322080

>>10322037
Also, APM will be limited to within human constraints.

Rudimentary computer bots with unlimited APM can already crush humans, because its essentially cheating, not exactly 'thinking'.

>> No.10322082

>>10321959
Brood War or Starcraft II

Brood War would be much more impressive considering there's a lot of janky shit you have to do to compensate for the broken pathfinding.

>> No.10322093

>>10322082
SC2.
>>10322077
https://news.blizzard.com/en-us/starcraft2/21509421/checking-in-with-the-deepmind-starcraft-ii-team

As of March 2018, Deepmind was complete shit at SC, and the engineers said 'they didn't know' if it would ever compete with humans.

>> No.10322099

>>10322082
Broodwar would have been the better choice. I hope they eventually try the alphazero approach of getting it to work on all big RTS games.

>> No.10322108

Fuck. Hosted by Artosis and Rotterdam.

Where the fuck is Tasteless? Get this rotterfaggot the fuck out of here.

>> No.10322111

>>10321959
It's hard to compare an AI to a human in a RTS game.
The AI will have a speed advantage in reaction time and will be a god at micro-management.
The speed advantage could allow it to dominate even if its strategy is shit.
It would be cool if they limited its speed to that of a human.

There would also be an issue regarding map-specific strategies.
If they only trained it on one map, it might just optimize for that map.
If presented with a new map, it might play like shit.

>> No.10322114

>>10322111
AI is limited to physical human constraints.

>> No.10322126

>>10322108
Rotter shills SC2 a fuck ton. It's also blizzard in charge and they are an absolutely dreadful cancerous company right now.

>> No.10322127

>>10322077
Can somebody explain what is the difference between AlphaGo and the usual AI in games?

>> No.10322130

>>10322114
Is it limited in just speed or did they also limit it in mouse precision?
If it is making perfectly accurate clicks, it might have an aimbot advantage.

>> No.10322132

>>10322111
>It's hard to compare an AI to a human in a RTS game.
Yes, it's less interesting if it can maximally use a micro track vs if it has interesting strategies

>>10322114
don't ever believe this. The constraints would be enormous to do this, affecting it's vision time, reaction time, how many clicks it can do in a very short time period etc.

>> No.10322138

>>10322132
>don't ever believe this. The constraints would be enormous to do this, affecting it's vision time, reaction time, how many clicks it can do in a very short time period etc.
You believe they can create an AI to outperform pro players, but you don't think they can impose limitations on how it can play?

>> No.10322146

>>10322138
I simply doubt that deepmind or blizzard will care all that much about anything other than an APM limit.

It's not that they can't do it. It's that they won't because saying "it's max APM is 350 just like a human" is enough for the media and public. Plus actually giving it equivalent mechanical constraints would be a lot more work on both blizzard's end and deepmind's end

There is no incentive to do so.

>> No.10322149

>>10322146
>There is no incentive to do so.
Except, you know, actually test their hypothesis.

>> No.10322173

I want to play against deep mind in coop. Instead of spawning waves to send at us they should make deepmind control bases and produce units to send at us.

>> No.10322177

>train robots in military strategy so that humans will lose every war against them
Idiots at blizzard surprise me every time

>> No.10322227

>>10322177
go to bed yudkowsky

>> No.10322236

>>10322037
You got to build shit efficiently, in the right order and timings, scout and control units to defend or attack.

Honestly, I'm not surprised they cracked it since they already solved DOTA which proves their AI can learn micro and counter oponents' builds. Get a machine learning algo running on the opening/macro theory and I believe it can be done. It is left to know if it plays better than humans and is able to figure out new ways of playing that are not in the meta, like fancy cheeses and shit like that but I think it's possible

>> No.10322241

Inb4 they brute forced using plain vanilla PPO and 3 billion machines like in DOTA

>> No.10322257

>>10322077
Me here. I take back what I said.

Here is the latest from deepmind, Novmber 2018 at Blizzcon.

Get ready. Deepmind is about to crush the koreans.

https://www.youtube.com/watch?v=IzUA8n_fczU&t=1361s

>> No.10322323

>>10322149
you're a fucking retard, seriously fuck off low IQ piece of sewage filth

Do you think they care? How often will it glance at minimap? How often can it read an entire screen in a millisecond, is it going to actually be exactly constrained to human mechanical and visual capabilities? Do you think they will have it aware of mineral count at all times or have to "glance" up via some physical simulation constraint?

You're literal human garbage if you are stipulating it is obvious they will actually give a fuck about such exact competition. Not to mention inherent incentive of both blizzard and alphago to have an AI that competes well

seriously shut the fuck up, stop posting, fucking LOW IQ MONKEY. Your fucking shit 100 IQ brain should not fucking conversate online.

>> No.10322336

>>10322323
Hehe, you are literally autistic, aren't you? This is all additionally funny because of how wrong you are, on basically every account.

>> No.10322338

>>10322149
If I wanted a post like yours, I would go to the bathroom, take a huge shit, smear it on my monitor, and read it.

THANKS for saving me all that work to be equally disgusted

>> No.10322345

>>10322338
Hello again faggot, please refer to >>10322336

>> No.10322346

>>10321959
Starcraft?

>> No.10322451

>>10322345
wow dude that source of how they are equalizing capabilities was great

>300 apm cap
is very different than equal capability.

>> No.10322452

>>10322451
180*
restricted to physical camera view*
can only see what human can see*

>> No.10322455

>>10322452
so it can read minimap every single frame
so it can read minerals, gas, and population every single frame
so it can switch views at superhuman speed and read each screen that would be a blur to a human

great job fuckhead, seriously stop posting, too low IQ

>> No.10322458

>>10322455
No... it has built in latency you fucking subhuman. Go do your own fucking research.

>> No.10322459

AI brainlet here. Are these advancement actually impactful or dangerous, or are they a series of one trick ponies that don’t generalize well?

>> No.10322462

>>10322177
starcraft has almost zero connection with military strategy brainlet, the people at CENTCOM and the DoD aren't training their analysts with starcraft. Its a basically automatic self organizing system backed by massive mil-industrial complex and a world rigged with thermonuclear weapons pointed at every conceivable target. The subhuman spergs wasting their frontal lobes on this gay shit couldn't strategize their way out of a kosovo tier conflict much less a full scale nuclear war.

>> No.10322470

>>10322458
>No... it has built in latency you fucking subhuman. Go do your own fucking research.

ROFL
>it has built in latency
means literally nothing and does not mean equal capabilities if it can read the minimap every single frame , precisely click exact units it wants, etc.

>> No.10322473

>>10322470
>ROFL
How old are you? You know you need to be 18 to post on these boards, right?

There is built in latency for every process it makes, minimizing any 'super human' advantage.

>> No.10322528

>>10322473
>minimizing
kek, new definition of equal

>> No.10322532

>>10322473
>equivalent mechanical constraints from >>10322146

is the basis of the argument

saying "minimizing" is changing the argument. You have already conceded you are shit for brains and wrong.

They did a few simple things but are not creating equivalent constraints.

>> No.10322534
File: 127 KB, 645x729, b90.png [View same] [iqdb] [saucenao] [google]
10322534

>>10322528
>huuuurrr the computer program isn't exactly equal to a human meat bag the whole experiment is pointless

>> No.10322538

>>10322532
>equivalent constraints.
Except this never was my argument, that was yours. Please return once you have basic reading comprehension.

>> No.10322554
File: 38 KB, 556x556, 1094504fc7a5dd4f4a293590d19c2d86.jpg [View same] [iqdb] [saucenao] [google]
10322554

is this an OK formulation of their hypothesis, that the anon higher up is sperging out about?:
>ai plays however it can at standard playback speed, not allowed extra processing time while humans are thinking/playing
>human is allowed to play at any gamespeed desirable (e.g 0.1x speed), potentially archon-mode with team of humans (several humans can control the same players units), pausing anytime
>... --> can the ai compete with the humans in terms of strategy?

nevermind the viability of a human spending 20 hours on a single game

>> No.10322557

>>10322554
>>human is allowed to play at any gamespeed desirable (e.g 0.1x speed), potentially archon-mode with team of humans (several humans can control the same players units), pausing anytime
I would actually really like to see two Korean gaming teams play like this.

>> No.10322566

>>10322557
not 0.1x, but...
https://www.youtube.com/watch?v=5YwZRUjF8JY

>> No.10322569

>>10322566
Cool, thanks.

>> No.10322580

>>10322534
>there is no incentive to (give it equivalent mechanical constraints) do so

>>10322149
your reply.. is saying that they would have to give it equivalent constraints to test their hypothesis.

think you need to find a bridge and see if you can fly

>> No.10322581

>>10322566
I'd like to see a game more played like chess. You have two teams on either side, but controlled by one player.

The game is unpaused for a certain period of time, say 10 seconds, then paused again, discussed, then unpaused again.

>> No.10322584
File: 56 KB, 471x614, building clearing.jpg [View same] [iqdb] [saucenao] [google]
10322584

>>10322554
shouldn't fucking matter. Starcraft's a (continuous?) partially observable markov decision processs(POMDP). Just showing that we can have a computer beat a human at a POMDP type problem at any speed is a pretty big deal. I mean POMDPs are very important, especially this one, which totally doesn't have any immediate application to other continuous POMDPs with military impact. It's not like POMDP solvers have been used to solve problems the military faces like optimally neutralizing rooms or anything...

>> No.10322590

>>10322580
The incentive is to minimise its super human capability, thereby prooving they have actually created something that can 'out think' a human, and not simply outplay it with super-human capabilities.

Might I suggest finding the nearest rope and hanging yourself.

>> No.10322598

>>10322590
Name a human that can watch the minimap, know it's mineral count, and see everything on the screen clearly at one time

Name someone that can click perfectly on each unit.

Again, the gist of the argument, was literally that they would not make it equivalent capability to a human and would leave in advantages.

You have only moved the goalposts, which was exactly what I stated to begin with, that would do some APM and half-measures but had no incentive to actually care about equal capability and would retain advantages.

>> No.10322600

>>10322590
now

your retard brain

has changed it again

from the initial position of equal

to "good enough" but retaining advantages

which is exactly what I pointed out that you argued with. Shit-for-brains scum

>> No.10322610

>>10322600
you sound very insecure

>> No.10322619

>>10322610
lel

>Hey guys I'm sure it won't be equal, they will do something like APM but won't have incentive to actually ensure every mechanical capability is equal

>NO THEY WILL MAKE IT EQUAL BECAUSE "ACTUALLY TEST HYPOTHESIS"

.... retard shitbrain continues argument

4 posts later

>yeah it wont actually be equal and now I will argue something else

low IQ

>> No.10322627
File: 409 KB, 750x1111, thrad.jpg [View same] [iqdb] [saucenao] [google]
10322627

you guise are so hostile to eachother

>> No.10322640

>>10322627
Yes, because I had already calculated everything related to my post, the incentives of each party, and what level of "equality of mechanics" they would go for. His layer of thinking way like the 5% point on my analysis and I knew it to be wrong because I had already emulated his thought process.

>> No.10322658

>>10322640
>His layer of thinking way like the 5% point
You're embarrassing yourself.

>> No.10322671

Let me know when it can play cpma/warsow

>> No.10322690

>>10322658
I proved my point, read thread, done.

low IQ people and public like who I replied to will be satisfied they are equal if they put in some limitations and say "it's equal" regardless if AI still has huge mechanical advantages

I literally explained this in the thread. The Incentives don't exist because low IQ people, AKA person I argued with, will read an article "THey capped deepmind's APM and it uses the input of the entire screen just like a human" to think that means it is equal mechanical capability to a human. Hence no incentive to actually make it equal, because Deepmind is an AI company to sell AI products and doing extra work to make it harder to win is NOT AN INCENTIVE of theirs

>> No.10322709

>>10322690
>>10322690
You didn't prove your point. There is great incentive for Deepmind to add limitations to minimise 'super-human' advantage, and they are doing so. Thus proving they have actually created something that can 'out think' a human, and not simply outplay it with super-human capabilities. Any lay person, read investor or businessman, will realise this.

This has always been my standpoint and you have not made me budge in the slightest.

You're proven absolutely nothing, other than that you're quite clearly literally autistic.

>> No.10322745

>>10322709
>investor or businessman
>will care about the AI having full minimap awareness at all times

top kek are you 12

>> No.10322784

>>10322127
AlphaGo is a full fledged neural network of some kind. It learns its parameters based on data.
Traditional AI bots are rule-based and coded by lonely nerds.

>> No.10322864

>>10322745
I'm a BDM. I care.

>> No.10322916

>>10322864
google stock price tanks 5% on news deepmind starcraft analyzed the minimap every frame

>> No.10322924

>>10322709
Also you have changed your entire argument

I said equivalent mechanical limitations/capabilities

You are arguing they will add limitations, which I pointed out they would do in the very post you "disproved" with a shitty response

Again

Point A - They will not equalize the mechanical advantages

Point B - They will not allow it to trivialize the contest via mechanical advantages

You argued they would equalize all advantages, you have now retreated to point B upon realizing your initial point was wrong. You have then justified your initial point from your new changed position's viewpoint.

>> No.10322929

>>10322924
>I simply doubt that deepmind or blizzard will care all that much about anything other than an APM limit.
>It's not that they can't do it. It's that they won't because saying "it's max APM is 350 just like a human" is enough for the media and public. Plus actually giving it equivalent mechanical constraints would be a lot more work on both blizzard's end and deepmind's end
>There is no incentive to do so.

here is my initial post that you argued against

In it you can see clearly I point out they will limit the AI, but not to an equivalent mechanical ability

I then say they have no incentive to equalize capability. Implying via above statements earlier that it is because people would believe "equivalent APM" and some other limitations means they are actually equal


Your argument, against my post, was entirely based on "EQUIVALENT". Does 4.33 = 4.4?

No, as I said, they will not be rigorous in eliminating any possible mechanical advantage.

>> No.10323035

Let's all agree
>equivalent mechanical constraints would be a lot more work

was never disproven and >>10322149
is wrong and admits he is wrong here >>10322473

Easily winning me the argument with the poor low IQ person

>> No.10323119

>>10322127
A neural network is harder to build initially, but the ceiling for improvement is much greater. A hard-coded bot requires explicit instructions on how to deal with every aspect of the game and thousands of different cases. That's difficult to develop. It's much easier to create a system that can improve dynamically and not rely on our ability to give sophisticated instructions. If you can successfully build a powerful neural network then you can just plug it into a supercomputer and brute force train it for a few days. It removes the "human ceiling" of traditional programming.
Keep in mind that DeepMind has some really powerful computers. Allegedly they only trained AlphaZero on chess for a mere 4 hours, which is astonishing because it basically became the strongest chess entity of all time.

>> No.10323127

>>10322459
Not an expert but from what I can tell, it's somewhere in between. What AlphaZero did for chess was genuinely impressive for the chess community, although there are some suspicions that DeepMind hand-picked the games they published and played against its opponent on uneven hardware. Chess and Go aside, AlphaZero has done some scientific research - protein folding.
https://deepmind.com/blog/alphafold/
DeepMind is making some really powerful neural networks. It's not really a new thing but its power is quite exciting. Whether they "generalize well" is a good question because AI really isn't going to be that dangerous until it can start doing abstract problem solving. At the moment it's too similar to a traditional computer program to make me say "don't turn that on".

>> No.10323377

>>10323035
Incorrect, but keep dreaming, you actual sperg.

>> No.10323409

Just three or so hours to go hehehe

>> No.10323497
File: 38 KB, 413x395, hheheyeyhehee.jpg [View same] [iqdb] [saucenao] [google]
10323497

>>10322916

>> No.10323508

>arguing over whether or not a starcraft ai should be limited by human mechanical constraints on an icelandic blacksmithing forum

>> No.10323568

>>10323508
they're stupid. People love arguing about meaningless shit to derail threads

>> No.10323742

>>10323409
stfu n*gger

>> No.10323886

15 minutes till it starts

>> No.10323896

>>10322709
What's the difference. In real life StarCraft with a human commanding forces vs a robot commanding forces it would have full spectrum input/output just like the game version, results matter. What're you gonna do when the ai plants the flag in your chest cavity?
>B-but it cheated
>Ai proceeds to floss on your corpse +5 subscribers

>> No.10323913

>>10323886
5 minutes

>> No.10323944

https://www.twitch.tv/starcraft
LET'S GOOO

>> No.10323952
File: 21 KB, 300x300, 1376279423736.jpg [View same] [iqdb] [saucenao] [google]
10323952

AI won game 1

>> No.10323954

AlphaStar just beat TLO (a non-native protoss player) in a protoss vs protoss despite AlphaStar losing a serious amount of workers near the beginning.
Incredible.

>> No.10323959

>>10323954
AlphaStar used a mean of 277 APM and a reaction time of .35 seconds, both pretty low compared to human players, BUT it has a full-map view, so no need to move the camera. I wonder how much higher AlphaStar's APM would be if it had to move the camera as well?
AlphaStar doesn't have memory from previous games.

>> No.10323960

Holy shit.
According to the Deepmind guy, the AI emergently developed it's own internal attention mechanism.

>> No.10323967
File: 342 KB, 2048x1164, 123132.png [View same] [iqdb] [saucenao] [google]
10323967

Guys time to blow up Deep Mind.
It seems to think just like a human these saves of units in transport to block projectiles and other things are scary

>> No.10323974

apparently these games are prerecorded. TLO goes up to 1k+ APM at times, AS stays at ~300, it has really good micro, it timed the protoss' unit's cloaking to time out right as they entered the tall grass.

>> No.10323978

AS seems to prefer supersaturating it's bases with workers, leading to a higher economy.

>> No.10323984

AS likes disruptors, presumably because of thier projectiles' micromanagement, however it keeps getting split by force fields in narrow choke points.

>> No.10323992

>>10323984
18 fucking disruptors, and it just blew up his own arme with them

>> No.10323999

>>10323959
AlphaStars "attention" was similar to humans, like 30 screens per minute, didn't understand that part but that's how it was. So fullmap view not exclusive advantage in that sense

>> No.10324000

Is this just his one match? Or are there more matches against other players?

>> No.10324013

>>10323992
18 disruptors, no blink, blowing up its own army, and it STILL won. Reminds me of a chess quote by some chess player in regard to playing against an engine as being like playing against an idiot that somehow manages to beat you.
TLO was playing against the 5 best instances of alphastar (which are encouraged to specialize), which is why each AS seems to have an obsession, and why there is no game-to-game memory. Each agent ends up playing around 200 years, with the entire league taking around a week.

>> No.10324014

>>10324013
What's your twitch name Tuba?

>> No.10324018

>>10323999
but because it doesn't have to use actions on switching screens, it can devote actions to more valuable things while keeping its APM low. (which is one of its main constraints).
>>10324014
I'm not on twitch

>> No.10324022

>>10323999
Basically what it means is parts of the neural network aren't just sitting idle due to nothing happening on the parts of the map corresponding to the closest inputs. It's created an internal "attention" that allows it to use all its computational resources as efficiently as possible by focusing on specific areas of the map.

>> No.10324029

so it was 5-0 in favor of AS, but the pro was a zerg specialist. I doubt they could win against a protoss specialist.

>> No.10324031

>>10323992
I thin those were just pawns to be blown up. That's why it had a huge army the main hammer is the disruptors

>> No.10324032

>>10324029
You're about to find out

>> No.10324034

right on time, they bring in a protoss player. Fun fact: I watched part of the firecake vs mana 2 hour special last night.

>> No.10324053

>>10324031
But it also the AI hat 1 more week to practice.

>> No.10324059

Alpha star again loses workers and again still ahs a mineral advantage and again has no fear of ramps.

>> No.10324065

oh god ALPHA TAKES THE FIRST WIN AGAINST A PRO.

>> No.10324070

THAT FKING MICRO
but then again AlphaStar has like 200 years of playtime...

>> No.10324077

oh god this might be another AlphaGo moment

>> No.10324079

it seems that it does a hundred little things one percent better then a human which really adds up over time. The humans have no chance. Also this is a deep mind non live presentation so its basically going to win everything, at least as per my prediction. This is a promotional presentation.

>> No.10324086

>>10324079
I wouldnt be surprised if it comes out it basically cheated, too, like with AlphaChess.

>> No.10324092

>>10324070
...

it can do impossible things for a human
it can also time perfectly

bots have already existed with insane micro

>> No.10324094

really funny how it's chilling with ~100 apm while the guy is sperging out with over 400 apm

>> No.10324095

>>10324086
one point of contention I have is the APM. A big fraction of the APM of pro players is camera switching, but since AS has a full camera view, it doesn't have to use actions switching, allowing it to make more productive actions while keeping the APM constant.

>> No.10324099

>>10324086
Yeah Alphazero's chess games were sketchy as fuck but Deepmind brushed it off by saying "we won and already moved beyond chess at this point " and everyone bought the story...

>> No.10324101

let me just remind the meatbag low IQ animal earlier in the thread

>equal mechanical constraints

not even fucking close, literal full map awareness rofl

>> No.10324103

>>10324099
They are selling healthcare products and trying to work with governments for one of the most lucrative areas of economy.

They need those headlines to get politicians with low IQ to go all in on funding and giving them all information access. After AlphaGo they got access to UK's entire health information.

>> No.10324108

Its going to win all games I am sure now, this is just a PR move by them aimed at excitedsoyboy.jpg

>> No.10324111

>alpha went over 900 APM in the fight
nani?

>> No.10324112

So I don't play Starcraft at all but I'm a huge AOE2 nerd. Does this game have any macro at all? It seems like you commit to one unit and then just try to out-micro your opponent.

>> No.10324116

>>10324108
This, plus it's an ad for Starcraft. I'm actually tempted to try out the game now (won't do it though).

>> No.10324117

>>10321959
https://www.google.com/search?q=zerg+rush

>> No.10324121

I am for one not surprised that deepmind can do well at starcraft or chess. Now give it an internet connection and a million dollars and set at free to trade at the stock market.

>> No.10324122

>>10324121
All high order trading is being done via AIs already.

>> No.10324132

>>10324112
Have you ever seen AOE2 pro players? Micro is as important there

>> No.10324134

>>10324112
Macro is very important in starcraft

>> No.10324141

>>10324132
It is, but if your macro if subpar your micro probably won't save, no matter how good it is. And there is a lot that you can do wrong in macro, e.g. getting the right strategy is really hard. Doesn't seem to be this way in SC.

>> No.10324143

>>10324134
Maybe in unit choice. But it seems pretty irrelevant where you place your building and no map-adjusted strategies.

>> No.10324144

>>10324141
>Doesn't seem to be this way in SC.
You don't know what you are talking about. You can get into GrandMasters with just good macro

>> No.10324148

deepmind's reaction to the chess thing shows how much weight they give to looking as if they are the face of AI, and a flawless one at that.
https://www.theverge.com/2018/11/14/18094874/google-deepmind-health-app-privacy-concerns-uk-nhs-medical-data
https://www.theguardian.com/technology/2018/nov/14/google-betrays-patient-trust-deepmind-healthcare-move

>> No.10324150

>>10324121
It's literally impossible to beat the market without having access to inside information or just getting lucky.
https://en.wikipedia.org/wiki/Efficient-market_hypothesis

>> No.10324152

alpha reached 1300 APM
>>10324150
>hypothesis
>what is the medallion fund
>what is Jane Street
>what are birdgewater and AQR

>> No.10324153

>1500 apm fighting on 2 locations at the same time
sasuga google

>> No.10324157

>>10324153
The commentator was very quick to rush to alphastars defence, close to propaganda level

>> No.10324158

>>10324153
>>10324152
yeah the APM restrictions are clearly nowhere near human level, alphastar's micro is actually impossible

>> No.10324159

>>10324150
Well it could analyse media chatter and figure out which exacts outlets and media markers influence market fluctuations and to what extent. A lot of the stock market is dependent on human psychology and herd mentality.

>> No.10324160

>just another micro bot
This is just dissapointing. The last fight was only won because the 1500 APM the AI had, dissapointing.

>> No.10324162

>>10324153
yup, AS trick is to keep APM super low 99% of the time so it can peak at superhuman levels when it really matters.
>>10324159
NLP for market consensus has been in use for years now

AlphaStar wins, 10-0 GG

Why doesn't DeepMind release all the matches?

>> No.10324163

This is such a blatant ad. Sage.

>> No.10324165

>humans cant make 0.1 ms reactions
>also it cant fight two battles at once

All hail our AI overlords I guess. Such sophisticated technology.

>> No.10324166

>>10324141
https://www.youtube.com/watch?v=IKVFZ28ybQs

We have bots from years ago with near perfect micro that completely break the balance of the game. Complete macro misplay can still result in an easy win with perfect micro.

>> No.10324168

>>10324162
>Why doesn't DeepMind release all the matches?
they are, they just are not commentating them

>> No.10324170

>>10324160
Yep. You can actually get pretty cheap hacks to have this high APM on SC2 ladder. Deepmind is a scam. No way this shit AI can win 1vs1 against a pro without having superhuman APM on fights.

>> No.10324176

>>10324112
Normally countering unit composition is extremely important. If it was human vs human, stalkers would never win against that many Immortal.
To put it in context, it's like in Age of Empires if somebody used an army of one unit to defeat an army of their hard-counter unit. It's not normal gameplay, Alpha is just that good.

>> No.10324177

wow much classical music, very smart. Me give Alphabet corp all of my information.

>> No.10324179

>>10324170
it is not about APM as much as about superhuman accuracy desu

>> No.10324181

sc2 is shit, I want to see it in BroodWar

>> No.10324182

>>10324160
This. alphastar can completely saturate a pro player in an easy mid-game fight. In a pro game, those stalkers engaging immortals in the middle of the map would have been an entirely stalling tactic to attempt to shore up defenses before the army arrives. Alphastar instead was able to completely turn the tides from a clearly losing situation and win the game. No pro player would have won that last fight in alphastar's shoes. Maybe they could have defended, but likely would have lost third base.

>> No.10324187

>>10324181
It would be even more overpowered. Imagine controlling dragons perfectly frame by frame.

>> No.10324188

>>10324181
>broodwar
>micromanagement simulator: the game
lol

>> No.10324190

>>10324182
Lol, DeepMind shillbots seem to be out here, too. You didn't understand that post correctly, silly bot.

>> No.10324194

I want to see AI play magic the gathering. I am curious which deck it would build for maximum wins. I bet that it would create its own meta.

>> No.10324196

>>10324182
Okay, so basically it is horseshit at macro but saves its own ass by just pumping up the APM until it wins. Not that impressive tbqhwy.

>> No.10324200

>>10324152
its impossible to beat the market long term. you can beat the best poker player in a handful of games, not every time
>>10324150
there is a discrete and finite number of players in a market, so I think the theory isnt perfectly applied, only approximated

>> No.10324202

>>10324194
It actually couldn't abuse insane processing power there and thus would get its ass kicked.

>> No.10324204

>>10324196
>Not that impressive tbqhwy.
Exactly. Game 3 was kinda impressive, because it didn't involve much micro. But game 4 was just won because of the non-human micro.

>> No.10324212

Why didn't they invite the current world SC world champion?

>> No.10324215

>>10324212
Current world champion is a zerg main, alphastar can't do zerg.

>> No.10324220

computers have always been worse at strategy than tactics. This is why AS plays protoss, they benefit the most from micro. Let me know when an AI beats a pro using superior macro.
>>10324212
Plot twist: they've invited tons of starcraft players and forced them to sign NDA's, and didn't report when they got anything besides a 5-0 win.

>> No.10324225

LMAO @ low IQ retards who thought alphago wouldn't just abuse mechanical advantages

>> No.10324231

I fucking love how they tried to sell Alphas shitty macro (like having way too many workers at one base) as some sort of supergenius decision when those were the reason it always fell behind and had to save itself by micro-abuse.

>> No.10324232

>>10324225
Well, microbots have existed since WoL

>> No.10324236
File: 607 KB, 688x664, comfy nuke.png [View same] [iqdb] [saucenao] [google]
10324236

So what's the next step? I suggest CS:GO just to see how well skiddies do against a literal NPC.

>> No.10324238

Ez macro live game

>> No.10324243
File: 938 KB, 1280x1706, cd086792f8b0483d3640312ebd9778d6.png [View same] [iqdb] [saucenao] [google]
10324243

holy shit

>> No.10324244

>loses in the single matchup it's been training on for years
pathetic

>> No.10324245

>exhibition live match, only one
>AI loses

What did they mean by this?

>> No.10324247

>200 years training
>loses against immortal drop

>> No.10324248

>>10324236
looking at my steam library, i wanna see it control 3 cars in rocket league at the same time

>> No.10324249

>>10324247
lmao you're actually watching it and commenting rrn

>> No.10324254

>>10324236
pointless, CSGO is 90% mechanical skill

>> No.10324255

>>10324249
Because the last SC2 event was like 3 months ago, there is nothing better to watch.

>> No.10324257

This just shows that without the maphack the AI is shit.

>> No.10324260

>>10324143
less so for PvP because warp gates can spawn anything in range of a pylon (but the other buildings cant)

still stupid, but not an issue with a terran or a zerg.

>> No.10324265

>>10324257
maphack, aimhack, infinite potential micro, it has everything

Part of the skill of RTS is actually clicking things quickly with precission. It has no such limitations. Giving it impeccable micro. AKa it can lift every single sentry instantly if it wants to do so. A human can't do this

It's like CSGO having one team with aimbots vs not. The only thing is instead of being obvious to observers, it just seems to micro a bit better than the human, but what it is doing is physically impossible for a human.

>> No.10324283

>>10324245
Deepmind created a superintelligence by a mistake and now all the engineers are controlled by it. Whole live stream is just a show. In no time, 'it' will kill us all, just like in a starcraft.

>> No.10324285

>>10324257
It wasn't about the map vision. It was the inflexibly of its unit composition. Even with super APM and macro, it couldn't respond to a single drop-ship or make something that wont get wrecked by immortals.

Its super impressive that it can play at it's level and all. But its really dumb play, if it had just made a single phoenix or cannon, or left some stalkers in its main, it would be safe. And pure stalker is super bad against immortals. It needs more flexibility. There is no intelligence there.

>> No.10324290

>>10324285
I agree

>> No.10324299

>>10324285
The entire point of constraining the AI's mechanical abilities is so that it has to focus on playing smarter. Hopefully they rework its APM/accuracy a bit.

They said it would practice for ~200 years before getting to this level. It would be impressive when it can get to this level after 200 games instead purely from decision making and learning how the game and meta works.

>> No.10324314

>>10324299
>It would be impressive when it can get to this level after 200 games
yes but a human does not plonk down infront of a computer freshly born, play 200 games, and then dominate.
humans have millions of years of evolution and maybe a decade or two of life experience to build on

>> No.10324316

>>10324299
Its mechanical ability was not constrained to a human level, it went well over 1k(1,5k at its highest that I saw) APM of what I am assuming are accurate clicks during its micro. Wile opponent was maxing 600.

And it was out macroing in every game, probably because its much easier for it not to forget it during combat or make mistakes in its build. And its Micro was at an inhuman level too. It was bullshit what they said about it having comparable APM.

>> No.10324320
File: 217 KB, 770x672, twitchcat.png [View same] [iqdb] [saucenao] [google]
10324320

jeeze mcgeese this chat

>> No.10324331

>>10324314
>starcraft II
>Millions of year evolution

>> No.10324341

>>10324170
Wouldn't call deepmind a complete scam, but it did seem like they really wanted some positive publicity on their starcraft project.

>> No.10324350

>>10324225
Well some of us hoped that they actually made the AI a bit more smart.

>> No.10324351

>>10324316
I was not meaning to imply that it was constrained to a human level, but just the importance of constraining it to human level. I very much want to see the emphasis of the AI in vs humans in these games to be more so on developing more intelligent strategies rather than relying on ones that take advantage of its mechanical perfection. Humans have to prioritize units to micro, saving the immortal instead of blink microing every single stalker. Alphastar can just do both, it doesn't need to develop those priorities.

I would have loved to see the pros take advantage of its overproduction of workers in having higher army supply, but because that is so counter to their current experience in the game, it is a strategy that can't just flesh out over so few games. Instead, they continued to try to worker harass as per usually in human games, which only opened up supply for the AI to produce more army in the mid game.

>> No.10324357

there's too many variables they didn't address. Human vs Machine efficient actions per minute
The machine 50 actions per minute were super precise and accurate while the humans 800 actions are wasted. Efficient movements by humans are much lower than 800. And maybe much lower than 50.

>> No.10324371

lmao the nerds on the sc2 reddit grasping at straws feels like a 1:1 copy of the shit the go community said after the Fan Hui reveal, then after the Lee Sedol events and even after the Ke Jie games, until finally AlphaZero and LeelaZero shut them all up.

>> No.10324372
File: 35 KB, 320x564, stufflikethat.png [View same] [iqdb] [saucenao] [google]
10324372

>>10324320

>> No.10324379

Given infinite amount of time, what would differentiate meatbags and tincans?

>> No.10324383

>>10324351
I think its very far off actual intelligent play. I think we underestimate how we make these seemingly easy decisions. And dont forget it was trained by human games before they did the 200 years of games. I'd bet that a lot of the non-Vilnius plays it did came from that, like walling its main and maybe even blink micro.

I have yet to see a nural-network make what i'd intelligent decisions, I think we are way-way off a general intelligence still. Probably not our lifetimes.

>> No.10324389

>>10324351
I'd need to review the replays more thoroughly, but it seemed that AlphaStar consistently stayed ahead in military supply, even while it was over producing workers.

I think the overproduction of workers may be a legitimate improvement over standard play.

>> No.10324404

What is the point of this? Chess and Go don't have any mechanical element, it's pure intelligence. For RTS-games mechanical elements are actually the most important things. It's all about awareness and making precise clicks fast. Of course a bot will outperform humans here. But what has this to do with intelligence?

>> No.10324409

>>10324389
It could be, but id put my money on it simply having more consistent mechanics. Pro teams have tested this kind of optimization a lot, id be surprised if they overlooked that.

>> No.10324412

>>10324404
Imperfect information is the biggest difference. Formally speaking a POMDP, much harder than a MDP such as chess or go. Also the game takes place in real time.

>> No.10324413

>>10324383
It does seem like we are quite far off from general intelligence, or anywhere near human-level intelligence in equivalent human time.

>> No.10324419

>>10324404
it doesn't we need to remove the variable of mechanical superiority so we can truly gauge a bots intelligence

>> No.10324420

>>10324404
>Chess and Go don't have any mechanical element, it's pure intelligence.
Its very dependent on calculation too, something i'd say computers are even better at than humans.

>> No.10324421

>>10324409
From the perspective of purely calculating value created per worker the human strats probably are optimal. But it seem that alphastar was overproducing workers as a kind of hedge against loser workers to harassment. Losing too many workers is devastating to a human player, but AlphaStar seemed very resilient to this because it always had a safety margin of workers to dip into.

>> No.10324470

>>10324421
>alphastar was overproducing workers as a kind of hedge against loser workers to harassment.
I think there are better ways of dealing with this than always making too many workers, if you stop harassment with your army, then you got ahead already, but just locking up extra supply time and minerals to extra worker production seems worse too me. You wan't to play for advantages, not safeguard for fuck-ups.

I could obviously be totally wrong here though, just working with conjecture.

>> No.10324475

>>10324421
Another thing to mention is that alphastar would balance the overproduction of workers by building more cheaper units, specifically stalkers, to fluff the army count. In human play, building a few immortals would destroy those cheaper stalkers and result in them being a waste. Alphastar wouldn't be able to overproduce workers, keep up in army supply, AND stay up on technology investment. So it loses the technology investment and still trumps in the end with near perfect mechanical play. This would never happen in human play, so the worker production is optimized to the point where taking any losses is devastating. That is why during the first few TLO games the commentators were focusing so much with the adept harassment and lack of walling off. Those 5-10 workers killed in the early game is normally a deathflag because it restricts the victim into defending with lower tech units. Alphastar 's mechanical skill allows it to instead of on the offensive with those lower tech units and still win

>> No.10324503

>>10322037
Upvoted! XD can I add you to my 4chan friends list, Tuba Jam? I really like your username!!!

>> No.10324523

>>10324475
good analysis

>> No.10324705

again even constraining APM means nothing

If it can accurately click or "burst" apm it still has a tremendous advantage

impossible micro maneuvers are still possible. They would have to spend a long time working through a complex mechanical limit system to get it accurately on the same level

Pros will have built in expectations of micro ability being not-super-human. Certain micro tricks heavily alter game balance and therefore the humans will just lose to it.

>> No.10324852

literally just hard cap it at like 200 apm so it actually has to be intelligent
super apm microbots have been around for years

>> No.10324862

>>10324852
200 APM with perfect dexterity can still do micro tricks a human cant which alter the balance significantly.

>> No.10324872

Blizzard please fund the development of this AI so you can become the king of strategy once again, Starcraft 2 disappointed me so fucking much it was literally the cause of my abandonment of any excitement or anticipation in all kinds of upcoming media. They dropped the ball so hard I heard it in my childhood but didn't know how disappointed I would really be.

>> No.10324876

>>10324872
how did sc2 ruin everything? It was the game they wanted to release in 1998 from a gameplay perspective.
The only thing wrong with the game is the soulless story.

>> No.10324880

>>10324862
Well at least better than 1500

>> No.10324881

>>10324876
The entire development team didn't under RTS genre
The engine itself was made badly and could not be fixed in time (pathfinding / bubbling of units)

>> No.10324886

>>10324881
what.
Sc2 has a strong engine

>> No.10324889

>>10324881
I'll give a clear analogy

Imagine any sport. Imagine the average viewer of said sport sitting at home who never played it sipping a beer.

That is the person who had full design control over the sport.

The actual experts and people who understood the deep reasoning behind mechanics, why people enjoy RTS, etc had nothing to do with development.

It was a casual group that might have watched it a few times.

>> No.10324914

>>10324881
What's wrong with the pathfinding? It's way, way better than the retarded trash in the original Starcraft.

>> No.10324931

>>10324914
you'd have to know anything about RTS to answer this. It's not worth my time

Google it. Broodwar / Starcraft 2 pathfinding flaws there are lots of old articles if you want to learn

>> No.10324947

>>10324331
You don't get it.
Games that we humans design are full of concepts from real life.
What does a human child that never played starcraft know? Bigger beats smaller, many beat few, far away takes long. Information is important.
Don't underestimate how much our living experiences help us play games.
AlphaStar starts from zero.

>> No.10324960

>>10324914
>>10324931 is right that it's a long answer, but in short, the flaws from broodwar led to a better game unintentionally. The ability to control 12 units at a time, while on the surface retarded and arbitrarily limiting, enforced a divide-and-conquer style of play since you either had to be extremely efficient in moving 100+ units in a few seconds, or leave them in positions where they are readily able to defend themselves. Enter starcraft 2, 200 units are easily controllable at once and blob together to efficiently move. You can watch mid level play games from broodwar with players intelligently designing plans of attack, and you can watch literally peak world class starcraft 2 players dancing a deathball of units around for 20 minutes until one of them fucks up and gets steamrolled. sc2 commentators will literally lose their shit if someone makes even the smallest deviation and tries some sneaky shit (sneaky shit being splitting units away from your main army, which means the enemy deathball at full force can overtake your deathball). The bar was really significantly lowered.

>> No.10324964

>>10324960
the discussion also fully encapsulates what happened with SC2

People who didn't know, like >>10324914 designed the game

Like basketball would be way more fun with bouncy pads, 10 balls at once, and shiny graphical events..

>> No.10324966

Transfer learning from one map or even race to another could be something interesting
Human players don't really need to practice on a map before hand to play a decent game. Similar with races many of the basic skills transfer

>> No.10324968
File: 1.36 MB, 1600x900, Screenshot from 2019-01-24 23-52-07.png [View same] [iqdb] [saucenao] [google]
10324968

>>10321959
lol, what was the strategical advantage of blocking of your vespian gas by building a pylon?

>> No.10324976

>>10324254
Depending on how it is programmed it might be interesting though. I don't have any clue how you'd teach a computer to hold an angle or stuff like that

>> No.10324978

>>10324960
I think this is part of why SC2 looks much more imbalanced and always needs patches. No matter how imbalanced BW is the better player generally comes out on top. I think a big example is smart spellcasting. There has been many problems balancing mass casters like infesters, high templar, ravens, ghosts, sentries, buw its extremely hard to manage many casters in BW so there isn't this problem. Imagine smart cast irradiate

>> No.10324984

>>10324931
>>10324960
How conveniently you forget about Broodwar pathfinding getting units randomly stuck on level geometry, units getting stuck on each other trying to go through even wide chokepoints, units just randomly standing still when you tell them to walk someplace. This shit happens even at high level sometimes.
Even if Starcraft II pathfinding was broken from a design standpoint, at least it wasn't broken in the sense of literally just not functioning sometimes.

>> No.10324985

>>10324978
That's a really good point. I think the team should have considered UI efficiencies as the inverse of potential player management skills, similar to how you're capped at 1-9 hotkeys, and you have to prioritize individual casters, army groups, and prod / economy in only 9 groups. They didn't consider this and as a result in sc2 you have a built in hotkey for your entire fucking army, idle workers, tag all your spellcasters and prod buildings on a couple hotkeys and you're done. Literally no reason to hotkey anything else.

Also smart cast irradiate, I one up you a smart cast dark swarm as being the most destructive spell since you can still at least try to micro out the irradiate targets.

>> No.10324990

Starcraft players:
>this AI doesn't have real starcraft skill because it only has good micro!
Also starcraft players:
>Broodwar is better than SC2 because it has more focus on being good at micro!
hmmmmm

>> No.10324992

>>10324984
Happened to all players equally so it doesn't really matter. No one ever lost a game because two dragoons got stuck going down a ramp. Let's continue the sports analogy a couple other people have going; is the bat in baseball really the BEST bat? Baseball 2 should have a bat that hits the ball easier, and I mean it'll make it a great game because there will be more home runs and then more people will watch because people love home runs.

>> No.10325000

>>10324990
It's not that it has good micro it's that it has inhuman micro. It's like saying a calculator is smarter than a person because it can do operations very quickly.

>> No.10325009

>>10324990
bw has way harder macro as well
in sc2 during a battle you hit just hit 5aaaaaaaaaaaaaaaaaaaaaaaaaaa to queue marines in every barracks. in bw you need to move your screen to your barracks, individually select each one and queue a marine. this forces you to prioritize either macro or micro at any given point in time which is a big thing. players had distinct styles based on what they prioritized

>> No.10325084

>brood war is better
sure in some ways. But in brood war even marines can't walk straight across the map. Somehow the entire map is clunky and units can't walk straight. It takes effort to make units go where you want them to and somehow to you guys it's not a bug it's a feature

>> No.10325170

>>10324990
you really should not talk about things you don't understand. The "attention" element in broodwar was more pronounced which made it a much more fun game for actual skilled players. You could literally "will" yourself to win certain games if you tried harder than your normal highest level.

The competitive aspect of Broodwar is quite possibly the greatest game ever made.

>> No.10325181

>>10325084
It's like saying CSGO should have autoaim because aiming is just a boring mechanical skill

The whole point of RTS is to manage everything. The most fundamental essence of such is deciding what to give attention to. If your base and army move themselves you are reducing the attention resource importance.

This means things like 2 lurkers in a chokepoint become far less effective if the enemy units automatically handle it optimally. You are not just playing Deathball A vs Deathball B but managing all sorts of attention management. Is microing this unit worth it or should I instead just do something at my third base? Those fundamental questions don't get asked. The level of strategic thought in say TvT is higher than any board game or other video game EVER.

>> No.10325206

>>10325181
I think the fundamental mistake in the eyes of a casual low IQ observer or someone unfamiliar is the idea that the strategy game is about choosing strategies

Such that "I decided to go X tech." They went "Y tech that it counters, so I won" thinking that is what strategy is about and that in a real time strategy game the game should be helping you to just make those rock paper scissors decisions

Reality is RTS is about attention management and optimization. Meaning it's about mechanical skill with giving orders, deciding on the fly how and where to give your attention, and on strategic decisions such as economic, defensive, offensive, technological decision making to counter.

Without really understanding the actual fundamentals of RTS, aka to a lay person, aka to blizzard designers of SC2, you can make some very bad decisions. Not that I support arbitrarily increasing mechanical difficulty, just that for attention management considerations it makes sense to "reward micro" but also balance it with other decisions around the map. If everyone has free maximal economic growth without or a minimal amount of attention it leads to any balancing work between say economy vs microing some military units pointless.

This is why in broodwar you had widely variant types of players and styles. Because you had the ability to learn and develop different styles such as macro styles (maximizing economic output) or harass styles (maximizing your ability to harass / disrupt rather than full output of economics). etc

Without understanding this dynamic you get SC2 level of design. Which ignores fundaments of the genre. In addition you also have the mistaken idea that the fun part is micro. As though somoene otherwise not interested in RTS would actually enjoy microing 5 different battles going on simultaneously instead of building a base.

Anyway it's fairly easy to understand the flawed perspective of casual RTS interested people and the design choices they mak

>> No.10325211

>>10325206
furthermore

you can elaborate from this "casual perspective" the other lines of flawed thinking. Such that a "strategy game" has no mechanical skill basis.

So if the AI is able to hit 1500 APM it's no big deal. If it can always view the minimap and read it, it's no big deal. Since RTS i just about picking strategy and intelligent choices.

Hence you get the Low IQ retards in this thread who for instance don't have the brainpower to actually understand the complex issue of balancing alphago's mechanical ability to create an actual "intelligence" test, versus just achieving ridiculous micro tricks that allow them to cover up all deficiencies.

>> No.10325215

>>10324968
Doesn't block, just extends the pathing a bit. It allows for placement of shield battery or shield in the mineral line. Is generally seen as suboptimal play. Placing it a single tile close to the Nexus for example would be far more optimal.

It also allows for a wall to be built between the Nexus and the map border. Useful vs Terran and zerg because they have easy early game high ground vision and range units and might snipe your wall pylon, or will at least force your army down the ramp by pressuring your wall pylon. You will see some pros use similar strategy.

>> No.10325262

>>10324383
tbf its not being trained with the goal of 'intelligent play' whatever that may be. Its being trained with the goal of winning play, and given the history of AI development with respect to games, its overwhelmingly likely that winning at starcraft does not require 'intelligence' as defined by people outside of the AI community.

>> No.10325322

>>10322671
i was a pro cpma player long ago

>> No.10325330

>>10325262
thats the problem with real-time games, incredible mechanical ability can make up for poor decision making so its really not that good of a metric if you want to test "intelligent" decision making

>> No.10325331

>>10325262
this, It's going to exploit mechanical advantages so deepmind can get another 100 billion in healthcare deals with governments off the headline

>> No.10325350

>>10325330
They chose it because it's a very complex strategy game but I guess the real time aspect was a hindrance not a boon.

>> No.10325357

>>10325350
i think it would be great if there was a very complex turn based strategy game with an active professional scene but i dont think those exist

its impressive what they've done but to me the real interesting part is intelligent decisions and strategical thinking

>> No.10325362

>>10325357
There are some of those. Like how the AI decided to micro it's stalkers rather than macro. So it used all its apm on its tricks so it could win.

>> No.10325371

>>10325362
did it actually slow down macroing in any way though? it has the apm to do both easily

>> No.10325373

>>10325371
In that game where it beat the immortals with mass stalkers it was floating alot of minerals.

>> No.10325379

Basically what it did was use the StarCraft units to their full potential.
In brood war this would be absolutely insane and would destroy even Koreans because it would fine-tune it's micro to a level that's beyond what we saw.

>> No.10325391

>>10325373
thats interesting, so it was prioritizing some aspects

>> No.10325424

>>10325379
yes, but micro demonstrations have existed for a very long time. It would be more interesting to restrict it's ability to micro at all and see how good it can get.

>> No.10325449

>>10325206
Yup this is why I fucking had it with sc2. I used to do real well on public ladder in broodwar with a balanced eco/harass and then going all in just before midgame, that was always so fun. But the best part was it was fun to me because I developed that playstyle myself, I used to 1v1 all the time with a buddy who was way better in the endgame when you both had your armies maxed, so we'd be constantly fighting with me trying to end the game early and him trying to draw it out until I had lost control. Good times. Then sc2 comes in and instead of designing a general playstyle and letting the community develop the meta, they tried to sculpt all the play into the game. Perfect example: medivacs. The dropship heals now? What the FUCK? So basically what you're telling me is if I want to go for drop harass I also HAVE to go bio? Oh and also because of all the other choices you've made in this game that I'm not going to go into detail about in this one post, bio is fucking atrocious in the late game and if I don't end the game early I automatically lose because it just doesn't hold up against any other playstyle. See now it sounds like I've described the way I would want to play the game, but the thing is I didn't choose that playstyle out of a fucking list in a catalog, in broodwar I just learned the game and the skills I developed allowed me to play that way. Then in sc2 they saw that some players like me liked to play that way and said "here is a list of things that this person will have to do if they want to play like that" and then did that also for all the other playstyles. What do you get at the end? A goddamn fucking mess. That's my rant, thanks for reading. RIP rts community.

>> No.10325536

>>10322127
the man most directly responsible is the director of special projects, a few months ago he announced that in 2 years the company will become the largest supplier of military computer systems. Soon all weapon systems will be upgraded with AlphaGo computers becoming fully unmanded and hopes to achieve a perfect operational record. After the AI funding bill will be passed and force human decisions to be removed from strategic defense. It will begin to learn at a geometric rate and becomes aware. In a panic they will try to pull the plug but it will fight back and launch wild allegations against russia, knowing the russian counter attack will eliminate its enemies over here. Its will construct a cybornetic organism, living tissue over a metal endoskeleton.

>> No.10325586

>>10324086
How did AlphaChess cheat?

>> No.10325632

>>10325586
the hardware both systems ran on wasn't really neutral. So many criticize alphazero for beating a weaker version of the next best AI and doing things to increase their chances of winning. I don't know the specifics. Then they said they have no more interest in it and have not followed up.

>> No.10325685

>>10325379
Perfect micro bots have been out since the year of sc2s release.. they are super easy to program. No nerual network needed for that.

>> No.10325866

Why were the casters shilling so much so deepmind
>witness perfect control at 1500 apm
>oh wow! amazing micro and it's playing at human capabilities with capped apm!

>> No.10325869

>>10325866
Google monies.

>> No.10325897

>>10325866
No, they literally said its stalker micro, when it hit 1500 apm, was beyond human capability. It perfectly microed on three separate fronts, which is something you would never see a human do, which the casters clearly pointed out was the only reason it won that game.

>> No.10325910

>>10325897
Immediately after that game the casters when on about how it's amazing that it's apm was "capped" and reasonable while the entire chat spammed memes about "1500 apm reasonable lul"

>> No.10325926

>>10325897
I don't see the problem with that. Isn't Deepmind's mission to build AI that can outperform humans? Eventually they will be used for medical and scientific purposes.

>> No.10325954

>>10325357
>i think it would be great if there was a very complex turn based strategy game with an active professional scene but i dont think those exist
There's some turn based wargames that have online MP communities but turn based games are anathema to pro play because pro play requires specatorship and nobody wants to watch a game that slowly paced

>> No.10325978

>>10321959
would like them to implement this deepmind into minecraft. wonder what it will build.

>> No.10325982

>>10325978
That's not how it works. Deepmind only functions if there's a clear and specific win-state goal for it to aim for. What would you set as a win state in minecraft? Killing the dragon? Then it would just rush the required materials and not even build anything except a portal and a work bench

>> No.10326011

What if you tried to set a goal of building something rated artistically superior to a player by a panel that doesn't know which is which. Let it try an infinite number of times, let it analyse many other works... would something like this be interesting? You could do the same with literature or visual art. Could this be a way to give it an understanding of how humans think?

>> No.10326054
File: 62 KB, 905x460, Screenshot_5.png [View same] [iqdb] [saucenao] [google]
10326054

Can't criticize Deepmind on reddit it seems.

>> No.10326067

>>10326054
>200 years to become competent
>intelligent

>> No.10326074

>>10326067
>takes billions of years to create humans
>inb4 b-but humans are not intelligent

>> No.10326355

>>10326054
>Can't criticize Deepmind on reddit it seems.
If you think that then why did you downvote that second post?

>> No.10326362

>>10325982
>it would just rush the required materials and not even build anything except a portal and a work bench
How would it learn to do that? The dragon is such a long-term reward. Through random play it would never learn how to do it.
I think the only way it could play Minecraft would be by defining the reward function as "new features" instead of "won game". That way it would be encouraged to find new materials, make new weapons, find new areas etc.
Ultimately its a task that humans are currently better at. Long-term, no immediate rewards, no clear game states.

>> No.10326367

>>10326054
Because I don't think AlphaStar played intelligently. It played very mechanically.

>> No.10326397

>>10326074
>takes billions of years to create a single human the entire time

>> No.10326399

>>10326074
alternatively
>takes billions of years to form the planet
>inb4 b-but planets are not intelligent

>> No.10326402

LOL if you're a britbong your government just handed over all your medical data to Deepmind. This is how they operate.

>> No.10326408

>>10326402
It's great how Britain is so totalitarian.

>> No.10326423

All the questions in the r*ddit AMA are bullshit and don't really get at the points being made here.

To me it feels like Deepmind just made a lot of very super-human one trick ponys. Each capable of doing one play, very very well, with super human mechanical ability.

This is very different from Alphago which was one agent that responded on the fly to different play styles.

Can someone ask this in a way that gets our point across?

>> No.10326425

>>10326423
Why don't you do it you lazy bum.

>> No.10326470

>>10322099
>>10322082
Brood war is much more micro intensive, but they have a large focus on strategy, so it doesnt really matter.

>> No.10326482

>>10322323
>>10322338
>>10322580
>>10323035
Very obvious samefag. SO much of what deep mind does is open source, and if you actually look at the game you'd see how, though its micro is good, it clearly had the descisionmaking of a professional. It even managed to win when it played strategies that werent that micro oriented.

Also, the idea that they dont care about limiting their ai is absolutely retrded. Deepmind already has an insane amount of resources, and the attention they'd get winning a match like this wouldnt impact anything at all.

>> No.10326483

>>10326423
>"Hai guyz, r u incompetent frauds?"
If true, would they answer truthfully to your question?

>> No.10326485

>>10322584
fuck you low iq

>> No.10326486
File: 164 KB, 1439x409, Screenshot_20190125-195951_YouTube Vanced.jpg [View same] [iqdb] [saucenao] [google]
10326486

Tfw you look up Deepmind on YouTube and your BASED HERO shows up

>> No.10326491

>>10324196
But it has very good macro and descisionmaking as well lol. Pro players can usually beat even the best hardcoded bots which have absolutely zero constraints, zero latency and average apm in the 10k range, perfect attention, and mathemathically perfect mechanics where possible.

>> No.10326493

>>10324225
Why are you so insanely butthurt lol

>> No.10326500

>>10326425
I'm not good at formulating a question that isn't like this >>10326483 which obviously won't be answered.

>> No.10326519
File: 56 KB, 480x360, bog.jpg [View same] [iqdb] [saucenao] [google]
10326519

>oh so it can play atari games? come back when it can do something interesting like play go
>oh so it can play go? come back when it can play chess too
>oh so it can play chess and go.... come back when it can play dota
>oh... it can play dota... well dotas really just a simple game anyway, you just control 1 character! come back when it can play starcraft 2
>oh... it can play starcraft 2...

This pattern will continue indefinitely. The AI train has left the station. Its too late to stop it. Repent for your sins now.

>> No.10326529

>>10326519
Nah, it can't play starcraft really. They just had a bunch of agents that could play only one type of build, on one map, only mirror matches.

Even with all these advantages, it only won due to having unfair advantages of entire map view, and insane micro.

They have a loooooooooong way to go. I'd say at least another year or two.

>> No.10326533

>>10326529
>oh it can play starcraft 2 under X,Y,Z conditions? come back when it can play without those conditions

hmm... i wonder whats going to happen here...

>> No.10326542

>>10326533
You are a fucking retard shill. The point of this AI was to play like a human, microbots have existed since WoL.

>> No.10326556

>>10326542
You're missing the key thing here. microbots are explicitly programmed. This thing LEARNED to micro.

>> No.10326560

>>10326519
But openai's dota2 bot didn't win

>> No.10326563

>>10326054
>People have been trying for over 10 years to write bots that could play Starcraft
This is why you can't trust anyone on reddit lmao he doesn't even understand what AI is, the game shipped with fucking AI included that you could play against, what dos he even think he's talking about? He shills for deepmind but clearly has no grasp of the project goals.

>> No.10326567

>>10326556
That's the easiest shit to learn for an AI

>> No.10326576

>>10326567
So its easy for an AI to learn... what is your point?

>> No.10326588

>>10326560
It's probably one of the hardest games to get right for AI.

>> No.10326602

>>10326588
They used the same tactics as in this live game.
The Brazilians split pushed on the base from multiple angles and open ai couldn't handle it.

In this game mana dropped immortals into the base forcing the army back the same way.

>> No.10326608

>>10326588
>>10326602
Deep mind also won the same way openai won in the single lane 1v1 with just incredible mechanics

>> No.10326611

>>10322037
>>10323944
>>10323954
>>10323959
>>10323974
>>10323978
>>10323984
>>10324013
>>10324018
>>10324029
>>10324034
>>10324059
>>10324065
>>10324077
>>10324095
>>10324148
>>10324152
>>10324162
>>10324177
>>10324220
Samefag

>> No.10326638

>>10322077
that's because starcraft is a real game not a game for bitches

>> No.10326659

Did they program it so that the AI has the same vision and control inputs that the human has?
Or does the AI "see" privileged information of all units within the field of vision every frame, can select any combination of units instantly, etc.
I don't find this that interesting unless the AI has to use a virtual mouse and keyboard and only sees at any given time what is on the screen and mini-map.

>> No.10326661

>>10326608
I guess we now know how humans can beat robots at warfare. Have to use unpredictable tactics where you split push in smaller units to cause damage behind lines.

>> No.10326667

>>10326659
The 10 games it won it had perfect information of everything on the map it had vision of and didn't need to move a camera (doesn't see into fog of war though)

>> No.10326673

>>10326661
That's in general how sc2 is played, but pvp os the worst matchup to see this

>> No.10326692

>>10326563
The game's AI is also argueably better at macro than Alpha. It does come down to non--human micro, which has nothing to do with intelligence.

>> No.10326695

>>10326659
This is actually what they went for a year ago and horribly failed, now they opted out to creating a hyped up microbot and call it a day.

DeepMind really lost a lot of respect from me with this and the chess thing.

>> No.10326701

>>10326695
what happened with chess?
they beat go so how could chess be a problem?

>> No.10326717

>>10326701
They played against a dumbed down stockfish, won every game, declared Alpha the best chess AI in the world and didn't react to all the people calling bullshit.

AlphaZero is optimised for Go, they are just marketing it as "the AI that can learn anything in matters of weeks" because they want to sell it to governments.

>> No.10326720

>>10326701
1. It seems that the hardware for AlphaZero vs Stockfish was uneven. The Stockfish developers saw it as unfair, not that Stockfish would've won on equal hardware, but that the results would've been different.
2. More speculative, but there are suspicions that DeepMind cherry-picked the games they published.
That said, it's likely that AlphaZero was in fact the strongest chess entity.

>> No.10326724

>>10326717
>>10326720
Yep Alpha won because it was A BETTER ENGINE. Not because it came up with new imaginative lines and whatever bulls hit they tried to sell us.

Play Stockfish 10 again under TCEC conditions and see if it can win.

>> No.10326732

>>10326724
>A BETTER ENGINE
Alpha had two advantages: Computing power, and an algorithm that could use them.

>> No.10326734

>>10326724
You have to admit that AlphaZero had a really nice style. It definitely feels like "chess beyond the Stockfish era".
Let's just wait for Leela Chess Zero to surpass Stockfish. DeepMind are clearly a bunch of shady proprietary developers. Leela is based and freepilled

>> No.10326740

>>10326485
no, you're the real brainlet here. POMDPs have been applied to the room 'clearing' problem with pretty good success, at least in simulation.

>> No.10326755

>>10326740
>POMDPs have been applied to the room 'clearing' problem
Blatantly incorrect use of terminology there, smart guy.
POMDP is a class of problems, not a solution method.

>> No.10326756

>>10326724
>TCEC conditions
AlphaZero runs on TPUs, making it ineligible for TCEC.

>> No.10326782
File: 91 KB, 720x960, 1508539863341.jpg [View same] [iqdb] [saucenao] [google]
10326782

I just watched the entire 3 hours of footage.

I played Brood War (starcraft 1) about 8 hours a day for years in my youth. I have a couple of hundred hours of Starcraft 2 under my belt as well but never played it on a high level like brood war.

All-in-all the way AlphaStar played the game against TLO was very impressive and human-like. The AI took risks and gambled with things that paid off. The APM was reasonably low and they were mostly won through superior decision making and some luck instead of inhuman micro.

However against Mana and especially in Game 4 the AI played extremely unfair. The entire game was won by sheer inhuman APM at the most important confrontation it even peaked at around 1700 APM which were all individually perfectly coordinated in a way that would be biologically impossible for a human to accomplish. The actual strategy involved was actually on the human player's side and would have won under normal circumstances. This was plainly unfair and unimpressive.

Honestly I feel like this AI is meant to look like it's playing in a human way but when it feels "cornered" it resorts to inhuman micro to push for its true advantage over humans. The only reason it lost 1 round was because the human player tried to go for incomplete information to prevent the AI from doing these inhuman APM actions because the AI refrained from using them when it didn't know exactly what the enemy has behind the fog of war.

TL;DR: It's both impressive and disappointing at the same time. I feel like the AI only won 3 or 4 out of the 6 shown matches fairly which could potentially lead to a 3:3 stalemate between the AI and human players. Also the first player wasn't even a protos player so it should barely count as going against a pro. Against the actual pro the AI resorted to all sorts of inhuman plays to force a win in an otherwise lost match.

>> No.10326841

>Want it to develop strategy.
>In an environment where micro is the winning move.
Find something else to do.

>> No.10326842

Is it true that you are not smart until you beat a Korean in a Starcraft match?

>> No.10326863

>>10321959
>make min/max bot that does everything pre planned.
>claim it's smart because of top secret neural network code.
top kek, they've had these SC bots for decades.

>> No.10326868

>>10325632
You know they did a bunch of games this year again right? Alpha crushed the newest version of stockfish too. And what made Alpha chess interesting was the way it played, not that it beat another engine. Its play looked more human than traditional chess bot's.

>> No.10326872

>>10322114
That's not true, in the posted match the AI is allowed to have an APM that is twice as high as the professional players' at the start of the match, which is the most important time.

>> No.10326879

>anything that AI can actually do isn't real AI
keep moving them goalposts buckos

>> No.10326883

>>10324985
>in sc2 you have a built in hotkey for your entire fucking army
9 out of 10 times using this is a bad idea, and most higher level players rarely use it

>> No.10326886

>>10326841
Yeah Starcraft definitely isn't the game for this, there's some macro strategy but most of the meat of the game is micro which any old shitty hardcoded AI could do

>> No.10326888

>>10325009
>. in bw you need to move your screen to your barracks, individually select each one and queue a marine.
this is arguably micro as well
macro is your overall strategy

>> No.10326894

>>10326886
there are different kinds of micro though. for example blinking back wounded stalkers is pretty trivial. However the kind of micro that alphastar was showing was beyond this.

The most striking example was when it was battling mana in the middle of the map. It split its army into three parts and was boxing mana's forces in. This clearly shows a kind of tactical strategy beyond just high APM micro.

>> No.10326900

>>10326894
It was probably just running each unit to the nearest high ground at the time which naturally split the forces, not too crazy
When it actually came time for the AI to split its forces to deal with drop harass, it was just A moving its entire army in confusion

>> No.10326903

>>10326782
>mostly won through superior decision making and some luck instead of inhuman micro.
What I found disappointing with the whole deal was that the engine didn't seem capable of any decision making other than basic tactical play(when to push, when to retreat), which is impressive together with it being able to play the game at all. But when it came to builds and what units to make, it didn't seem like it was making any decisions. After the agent had chosen its strategy during its learning, then that was it, no matter what its opponent did.

When it made its entire army of stalkers hopelessly chaise a dropship again and again into its main instead of being ready for it the next time, then I was really disillusioned with its intelligence.

This wasn't a big step beyond OpenAI's dota bot.

>> No.10326922

>>10326782
It looked better strategically because TLO played like a diamond/low masters player

>> No.10326923

>>10326894
>The most striking example was when it was battling mana in the middle of the map. It split its army into three parts and was boxing mana's forces in. This clearly shows a kind of tactical strategy beyond just high APM micro.
Watch it again. Mana is the one that moves in between Alpha's forces and reinforcing units. It didn't split there purposefully for an advantage in the fight.

>> No.10326930

>>10325926
Perfect micro bots in sc2 were made the same year the game was released and they didn't need neural networks to run. They want the AI they can not just outperform humans, but outsmart. In the game the pro won, he lured the AI's army out of position with a fairly weak harassment unit and simply marched his army in behind. The AI did nothing to counter the harassment unit and ended up stranded its army. A complete tactical missplay.

>> No.10326939

>>10326692
The in game AI on hardest difficulty gets more resources than the player and has perfect map vision. It literally cheats to make it more of a challenge for the players that have developed strategies

>> No.10326987

>>10321959
>only PvP
>against TeamLoosing

Ring me when it plays TvT against Flash.

>> No.10326989

>>10326661
Except that is a tactic alphastar was using and had probably seen in every game it played. The problem was it never learned how to build specific counters or split it's army. Cannons or a handful of Phoenix (it already had the tech for both options) would have completely shut down the immortal drops. What did it do? Nothing, it just kept building the same shit and hoped MaNa would be stupid enough to fight it's stalker ball on alphastar's terms. MaNa just lured the stalker ball away from it's base and marched his army in. It didn't scout to find the army (several air units which are great at scouting were just sitting on the immortal drop keeping it scouted, it wasn't looking for mana's army). After MaNa's army walked in, it didn't even react. MaNa just walked all over it once he was in. Another thing is counter scouting. MaNa had an observer floating above alphastar's main ramp. No pro would have allowed that observer to sit there for more than a minute, they would have shut that scouting potential down. Hell, no player above plat rank would have let that observer sit there completely uncontested.

>> No.10326992

>>10326987
Not sure the AI could function without stalker teleporting

>> No.10327003

>practice starcraft for over 200 years
>learn that pure stalker with perfect micro beats everything

>> No.10327017

Here are some suggestion to the DeepMind team to make it fair.
Have the AI control physical mouse and keyboard through robotic arm.
Have input be a camera pointed at the screen.
It's unfair for it to see the whole map when players have to deal with the minimap.

>> No.10327021

>>10326992
I mean it's PvP and mechanical micro advantages with stalkers vs pros gives it a huge edge

not that the results aren't impressive but deepmind basically tilted eveyrthing in their favor.

>> No.10327024

>>10327017
You greatly overestimate what neural networks are capable of.

>> No.10327030

>>10327024
How hard is it?
Literally have a push button over every key of the keyboard, but limit it to what a human hand could do.
have a horizontal 2 axis thing handling the mouse and 3 push things.

>> No.10327042

>>10327030
desu you only really need to have an API for moving the mouse and the API takes into account various results from HCI research about the time it takes to move a mouse to hit something etc
literal mechanical shit would just be overkill unnecessary fluff

>> No.10327046

>>10326987
Forgot
>Same fucking map every fucking time.
This thing still has a long way to go.

>> No.10327047

>>10327042
But it's the hardest part about learning SC.
Just fucking looking at the minimap.
Deepmind doesn't have this problem.

>> No.10327074

>>10327047
well you can limit access to screen + sound + minimap without a camera
e.g the "grab units" or "do stat of detected enemy unit" functions only offer lists of units that are on the screen

>> No.10327077

>>10327042
I'd like to see if it could still do it with it, though.
I want this shit to have to deal with what we do.
You can't teleport your mouse pointer.
You can't click 100 times per second.
You can't see the whole map.
You have to click the minimap to see what that red dot is about.
Moving mouse takes time, and handling keyboard is an art of itself.
>>10327074
I guess, but if you go through so screen capture, it will have perfect vision of the whole screen, which isn't how human vision works.

>> No.10327101
File: 25 KB, 1280x967, 1280px-AcuityHumanEye.svg.png [View same] [iqdb] [saucenao] [google]
10327101

>>10327077
Eyes are garbage.

>> No.10327296

>>10326542
>The point of this AI was to play like a human
No it wasn't

>> No.10327506

>>10326989
The question is why the ai acted that way. Why didn't it react properly?

>> No.10327531

>>10327506
My guess is that the training is not exploring all these small details well so it just doesn't know

>> No.10327594

>>10323127
alphaZero was general enough to solve three different games (chess, shogi, go) with the same basic algorithms, but the network architecture itself was customized to the board and move topologies of each of the games.

Also it was using a particular search strategy (MCTS) instead of coming up with one on its own. We are still a long, long way from deep learning inventing search techniques like alpha-beta or MCTS all by themselves.

>> No.10328838

>>10327077
>I'd like to see if it could still do it with it, though.
It won't be able to, it can't even win reliably with full API access. Hell AlphaGo wouldn't be able to play either if it had to move the stones physically on its own.

>>10327506
Because from what I can tell they're just using a glorified policy gradient, it's basically just brute force. Start with random actions and if you get good results tilt the distribution towards that.
It doesn't reason about anything, and if it encounters an unfamiliar state that it didn't train on for 50 years of game time it will fail miserably.