538 karma · joined May 14, 2010
dsgant, at gee mail com
In other words, this case study is a relatively ordinary result in line with what we know: that the major COVID-19 vaccines greatly reduce the chance of severe illness but leave nontrivial chance of infection and transmission.
It's an incredible dive into how he created the game's remarkable and unique look, featuring a wonderful and unexpected mathematical contribution from a forum member. If you're not familiar with the game peek at a trailer to see what an achievement it was.
https://forums.tigsource.com/index.php?topic=40832.msg136374...
My StarCraft-playing bot uses a similar approach for fast pathfinding. The similarity is that we're both trying to use a better heuristic than straight-line distance. In the case of my bot, it's done by breaking the map into roughly-convex regions, then precalculating the distance from the center of those regions to every other tile by flood-filling. That lets units outside the region use (distance to boundary of goal region + straight-line distance from boundary to goal tile) as a pretty good heuristic.
You can see bots in action at https://twitch.tv/sscait
Most discussion happen on Discord at https://discord.gg/QU457H
Announcements are usually on Facebook: https://www.facebook.com/groups/bwapi
Another popular StarCraft-related blog is: http://satirist.org/ai/starcraft/blog/
There's a 24/7 stream of AI games at: https://twitch.tv/sscait (perfect background noise for coding)
And I have to mention the research done by my team on StarCraft at: https://torchcraft.github.io/TorchCraftAI/
It will likely have to be sold.
I believe the command spamming /u/tomlock is referring to is the phenomenon where players issue as many or more commands when doing nothing as when an intense sequence is happening. This is primarily done to keep rhythm.
BWAPI supports optional user interaction: https://bwapi.github.io/class_b_w_a_p_i_1_1_game.html#a4db25... and https://bwapi.github.io/class_b_w_a_p_i_1_1_game.html#a4db25... -- someone actually just used BWAPI to make an automated real-time coach: http://www.teamliquid.net/forum/brood-war/533143-coach-ai-ha...
It turns out that being really good at narrow micromanagement situations doesn't add up to winning complete games. StarCraft is messy and difficult.
The biggest problems I'm personally facing at the moment are midgame macro with imperfect information -- how many Gateways do I need to be producing from before I can safely take a third base or transition to endgame tech? -- and engaging Terran mech armies. It's very hard to know when or how to engage a Terran mech army, and you usually only get one chance to get it right. Dithering results in bleeding units you can't afford to lose.
The biggest problem in general is that rules-based approaches are asymptoticly approaching the limit of their capabilities. Either of the problems I've described are big undertakings but only scratch the surface of what PurpleWave needs to advance. Machine learning is the way forward. But so far real time strategy games have proved remarkably impenetrable.
Consider that professional players often place their initial buildings to provide Scarab-proof escape routes for their workers against Reaver drops that arrive ten minutes later. Such placements are only effective if you know to react to Reaver drops by funneling your workers through them to glitch the Scarabs. How are you going to let your bot learn that on its own? There's a lot of work to do.
That particular scene at the sunken colonies was equally frustrating to watch. I fixed the most likely cause of that behavior shortly after the tournament deadline.
But for sure, you're correct. There's a lot left to do on all fronts. There's noticeable progress every year -- none of last year's entries finished much over 50% -- and the growing research community should help accelerate that even more.
The catch is that "can I build this without dying in the process" is an almost completely unsolved problem. Even "can my opponent just kill me now" is currently only solved by fairly crude approximation. Without being able to evaluate that statically we're nowhere near evaluating it over the course of a build order, accounting for incomplete information and multiple possible responses.
In general, Starcraft is tricky because very small differences in unrelated concerns can cause wild swings in expected outcome. Compare a Terran wall-in that blocks zealots vs. one with a zealot-sized gap. A few pixels of space -- a pathfinding concern -- radically impacts build order concerns.
Come check out the current state-of-the-art (and lots of earlier stage work as well) at http://twitch.tv/sscait
The #1 bot as I write this, Iron Bot, has Vulture micro that is in many ways better than any pro, by using frame-perfect patrol kiting.
This article is from 2015. Some recent updates: Facebook and Alibaba recently published papers on using pure learning techniques for controlling units, showing great progress while having a ways to go before catching up to traditional techniques. Google DeepMind is collaborating with Blizzard to make these competitions possible for Starcraft 2. And Martin Rooijackers, author of 2016 SSCAIT champion LetaBot, wrote an update on more recent developments: http://www.teamliquid.net/blogs/521711-berkeley-overmind-20-...