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Forums - PC - The Tale Of The Ultimate Starcraft AI


The techno-chaps over at Ars Technica have posted an interesting story about the development of the ultimate Starcraft AI. Written by student Haomiao Huang, it’s the story of the “Berkeley Overmind”, which recently beat Starcraft pros a former Starcraft pro in head-to-head matches (although it is a way off beating the real current masters, it seems). Here’s a snippet: “In theory, a computer should be great at controlling many units simultaneously, since it’s not limited by human speeds. Indeed, there is a common misconception that because StarCraft is real-time, it must be game of reflexes. But while speed is useful and important, it is no substitute for knowing the right thing to do… To handle these issues and limit computational overhead, our agent uses artificial potential fields for unit movement. The potential field controller generates virtual forces that push the mutalisks around, balancing attractive forces on targets with repulsive forces on threats. Summing up the forces acting on a mutalisk gives a direction to fly, resulting in a simple but robust control scheme.”

A useful read for those of you interested in the subtleties of game AI, with some illustrative videos. Go read!

 

 

thanks RPS 



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So the "DEEPBLUE" of SC2 has arrived? :P



Well written article, and impressive achievement on the AI. Everybody who plays SC has thought: wouldn't [that unit in the article] be way overpowered if controlled perfectly? And so it is.



well to beat an pro you have to think like an pro so that guy who created that AI must be an pro at starcraft 

and this would be great for koreans because it would give anyone an chance to vs the best if they can just download it. 



Of Course That's Just My Opinion, I Could Be Wrong

My FAVORITE thing to do in Age of Empires 2, was to download a bunch of custom Ai's and hold an AI WAR and watch them fight each other and see who's custom Ai's were best.

I wish more games allowed direct Ai implementation like that.



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mchaza said:

well to beat an pro you have to think like an pro so that guy who created that AI must be an pro at starcraft 


Not really. The computer's strengths and weaknesses are completely different to humans.

Even a non-SC player could make an AI that:

- executed standard builds perfectly
- scouted everywhere on the map as much as possible
- micromanaged hundreds of units in battles perfectly
- decided which units to build and whether it was worth committing to a battle

The hard part is the abstract decision making 5 or 10 minutes in advance (should I tech to colossus or get upgrades? should I build a forge or get a gateway?).

By simplifying it to just <that one unit> and playing to the computer's strengths with the micromanagement in the midgame, the designers made it a lot easier for themselves. Humans would eventually find a weakness in this one-unit one-strategy AI, and if they don't it means the unit is imbalanced (because if humans could control that fast they would also be unbeatable).



Kasz216 said:

My FAVORITE thing to do in Age of Empires 2, was to download a bunch of custom Ai's and hold an AI WAR and watch them fight each other and see who's custom Ai's were best.

I wish more games allowed direct Ai implementation like that.


its even sader that Age of Empires is dead along with ensemble studios 



Of Course That's Just My Opinion, I Could Be Wrong

Very interesting article.

Thanks for posting it.



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