STEAM GROUP
eXplorminate e4X
STEAM GROUP
eXplorminate e4X
101
IN-GAME
1,090
ONLINE
Founded
September 24, 2014
Language
English
Location
United States 
Showing 1-10 of 28 entries
247
Oriental Empires - A New and Beautiful 4X
45
Oh ye of little faith, I say :)
Seems to be lots of irrelevant reasons why the first car wasn't as good as a horse.

The goal of the project is to develop new AI techniques, not to develop a world champion starcraft AI. They've demonstrated an AI that can play the game to a very high level, a level that's far higher than is necessary for any commercial game AI.

The fact that it runs on an "outdated" version of the game is completely irrelevant. Presumably this is because thats the version of the game they have that has a convenient AI interface. If it were being built for a commercial game then it would play the version of the game that it shipped with, the same as all existing game AIs. And since the training period is only a couple of weeks, when game rules are tweaked the AI can be updated too.

Similarly, the objection that it only plays one race is trivial to overcome. Fire up a training regime for each race, create a set of agents for each one, and load as appropriate when the game starts.

Cheating is similarly irrelevant. All game AIs have access to the complete state of the game. The difficult part is putting that knowledge to use. A useful game AI doesn't have work on completely level playing field with the player, it only has to not obviously cheat.

It would be interesting to know how important the single map restriction is. Obviously a random map adds hugely to the state space of the game. There's no obvious intrinsic reason that an AI shouldn't be able to learn to explore and identify key points, but I'll agree that they haven't so far demonstrated this. However, even if that's a major stumbling block, many complex strategy games are played on fixed maps, or a small set of maps.

There are two things that they've done that make me excited (and surprised) about this. Firstly they've demonstrated that's possible to train a neural network to play a game as complex as Starcraft to a high level. Impressive as the exploits of Alpha Go were, Go is a game with perfect information and a few hundred possibilities at each turn. Until this news hit, I'd assumed we were still a very long way from being able to tackle the huge state spaces of computer strategy games.

Secondly, they've demonstrated that computer hardware has advanced to the stage where it's possible to do large scale competitive multi-agent training in a reasonable amount of time. No doubt the kit used for training is expensive, but it's not beyond the budget of the larger studios, and hardware costs are falling all the time. It's also possible to rent pretty much as much computing power as you want from Amazon and Google, including GPUs.

There's obviously work for game developers to do to adopt these techniques. The NN structures used need to be studied, training objectives for agents will similarly to be researched, and game engines need to be rewritten to allow high performance AI agent play. But if I worked for Firaxis or CA I'd really start looking at this seriously.
87
Should we pay for DLCs that improve the AI
11
Limit Theory officially dead
59
4x board games
2,416
StarDrive 2 Megathread
Showing 1-10 of 28 entries