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How to Train Your OpenAI Five
- RSZC 8y agoThere's a line between puff-up marketing and being actively misleading and OpenAI continually crosses it. With only 25 heroes allowed (of > 100) they were unable to get >5k MMR...nowhere near pro level. What are they at with the full hero pool? 3k? I'm not trying to cast aspersions on their AI work - it's obviously an incredibly hard problem. But instead of admitting that they failed to make a competitive team, they instead play a stripped down game that's easy for their bots' limited strategies, and then publish triumphant marketing releases claiming mission accomplished.
- Barrin92 8y agoThis seems to be a common occurence whenever new AI achievements pop up. A lot of "now that we've beaten xy" comments were also uttered around the starcraft match for example, but from the one game that was played without giving the AI a camera advantage it was clear that the play was still subpar. The industry and researchers in particular should really be more careful with their claims, and honestly also try way harder to actually completely solve the challenges in question.
- anilshanbhag 8y agoThis is such a pessimistic view of things. As the hero pool expands, the training challenge increases at the rate of n^10. So going from 16 to 25 - we have ~100x blowup in hero combinations, likely requiring significantly more compute to train.
- RSZC 8y agoOpenAI Five is the first AI to beat the world champions in an esports game, having won two back-to-back games versus the world champion Dota 2 team, OG, at Finals this weekend. That's their opening sentence, and it's actively misleading.
- cthor 8y agoIt's pretty sad people excuse this. Every single press release OpenAI have made in the history of this project has been actively misleading. What they've achieved is actually impressive, too, so the deception is doubly annoying.
- wnevets 8y agoA lot of pros don't have a hero pool that large. This sounds like the self driving car problem, AI has to be perfect despite the fact the humans are worse.
- Crespyl 8y agoThe bigger issue is the diversity of the pool, more so than the size. True, any given team will tend to strongly favor a subset of heroes, but that subset by necessity must allow for a wide range of play styles and strategies. The limited pool for OpenAI largely favors 5-man "deathball" tactics, which OpenAI plays fantastically well (an amazing achievement in its own right), but also excludes all the heroes best suited to countering that strategy. Sniper, for example, is an extremely strong hero in just the right circumstances, but is generally considered fairly weak and readily countered (in the current patch) by heroes such as Phantom Assassin or Spirit Breaker, neither of whom are present in the OpenAI pool. Aside from anti-deathball specific counter picks, heroes that favor a wildly different approach to the overall strategy (split push/"rat" dota) such as Tinker are also excluded. Most importantly, being able to work out what kind of strategy the enemy team is going for during the draft and adapting your own picks and bans accordingly (and luring your enemy into useless bans or counter-picks) is a huge part of the game. Once the draft is over, teams then have to be able to adapt their desired strategy to the reality of the team composition they landed on, and the best approach may change several times over the course of the game. I really want to see an AI that can realize that something isn't working in its current deathball strategy and that it needs to switch to playing both sides of the map at once by keeping the enemy occupied in once place while taking objectives in another (or vice versa). To reiterate, I am incredibly impressed by what OpenAI has already shown, and I look forward to seeing where they go next, but I do think there are some very interesting problems in the full game that OpenAI has yet to demonstrate a solution for. I have similar slight disappointment with the recent AlphaStar StarCraft II project, which was a similarly amazing piece of work but also seemed to indicate that each agent (swapped out after each match with the human player) was only really able to execute one strategy and had no ability to recognize that something wasn't working and adapt (as seen in the final (and only) loss to the human player). So, do I think that human pro players would defeat an OpenAI trained on the full unrestricted game in a best-of-three match? No, almost certainly not, but I do suspect that the humans would win in, say, a best-of-seven, if they had the full suite of tools available to allow them to discover and adapt to what I see as fundamental shortcomings of the AI.
- kevinwang 8y agoThey WERE at 5k. But this week they beat og.
- RSZC 8y agoThis is incorrect. From their post - they beat OG at 17 heroes in the pool. At 25 heroes in the pool they max'd at ~5k.
- usgroup 8y ago... what do you suppose will happen as OpenAI transitions to being a more commercially oriented company with a fiduciary duty to its investors?
- chriskanan 8y agoI was making slides to discuss this model in my deep learning class tomorrow. From what I can find on the model, it isn't that complex -- https://d4mucfpksywv.cloudfront.net/research-covers/openai-five/network-architecture.pdf https://d4mucfpksywv.cloudfront.net/research-covers/openai-f.... The real trick seems to be just massive amounts of self-play. This model had the human equivalent of 45,000 years of experience playing DOTA 2, with 250 years of experience per day.
- qlk1123 8y agoOutsider here. How do you measure the equivalent experiences of a model? Tens of thousands of years ...... how is that possible? Does any timing trick involve in your training/evaluating phase?
- ALittleLight 8y agoSpeculating: the game has a clock. I assume they are running the game sped up, at a faster tick rate than humans play at, and also many instances, but if you could sum how many game-seconds elapsed in all the training games you could come up with a number that would make sense.
- hug 8y agoThe game has an in-game clock, and there are regular "timed" events that take place throughout the game that are basically a hard cap on when you can realistically win the game. (i.e.: To earn gold & experience, you must kill 'creeps', and waves of creeps spawn every 1 minute in game. You'll need a certain amount of gold & experience to have the in-game strength to take down defensive towers.) An average human game lasts 30 to 45 minutes. If OpenAI simulated 1,000,000 games, that'd be over 28 years of non-stop gameplay to a human.
- qlk1123 8y agoIt makes me wonder, what to do then if an game of interest does not have such timing mechanism? To put it another way, how to train the agents as fast as AlphaGO (no timing issues at all) or OpenAI Five (in-game overclocking) if the environment can only be simulated in the same time scale? Any thoughts?
- xemdetia 8y agoI'm still kind of disappointed with how much hubbub came out of these games. I watched most of them and it just in general felt like mediocre dota even against the pro team. I'm not saying I am amazing but I wish this article came out sooner to kind of put a reasonable contrast in the stuff that was coming out. While I enjoyed the idea of the drafting phase it is hard to not look at the hero pool available and see only two or three reasonable lineups (both of OG's lineups trying to take advantage of invis heroes were both weak in general in the current version), and I think the shown drafts display that. It's hard not to feel like that OpenAI solved the problem of that limited hero pool and ended up with a superior team to humans who weren't familiar with that version of the game. I don't think that's a wrong outcome, but people trying to frame it that OpenAI beat OG at their own game in the same lines as go, chess, or checkers seems misleading. I think I am just still feeling sensitive to the sentiments and outcome that ended up being the outcome of systems which got on the press pipeline like watson. I wish it was more celebrating how they were able to create this ensemble learning environment, so I'm hoping for that more detailed analysis especially how they were able to adapt (and hopefully not throw away) the learning they did after some of the really large patches.
- hug 8y agoThere are so many ways in which I feel this argument breaks down. * OG would absolutely handily win against any non-professionally-contracted dota team under the exact same challenge conditions. (i.e.: OpenAI Five's test was about as good as they could give it at this stage.) * OG's play within the scope of the game was novel, in that they were deliberately picking strategies that OpenAI Five didn't "understand" (i.e.: creep skipping) and still lost. * OpenAI's play was novel, even within the constraints of the pool: No human team would pick the 4-core + CM lineup that OpenAI favoured. Even if you played with that limited hero meta, 4-core would likely not end up being a deliberate strategy picked by human teams with any frequency. * OpenAI's play in all team fights was demonstrably better, playing exactly up to the limits of the heroes they were using and no further. (It is, in fact, OpenAI's teamfight which won them the game.) * A number of the reductions and restrictions in hero-pool were to allow for OG to have a fighting chance: All heroes with controllable illusions or clones were banned because OpenAI had too much of an advantage in "micro". If you sum all of those things up, I think it looks painfully obvious that OpenAI Five, if trained against the full hero pool, would completely and utterly dominate gameplay at the professional human level. It wouldn't even be close.
- acover 8y agoHas openai released the code for how they are training the models?
- SmooL 8y agoIt's not full scale DotA (limited hero pool makes a huge difference imo) but it's still incredible. Obviously, this limited rule set is not pure DotA, and so the humans we're at a slight disadvantage. The results of letting anyone play against it will be the huge test - AI often fails to "cheese" strategies, and this will be a good test of whether any exist. I'm excited to see the results.
- asutekku 8y agoThey told they didn’t choose all heroes as the AI was already much better at micromanaging the creeps. Limiting the selection apparently gave humans a better chance to win.
- andreime 8y ago(edited for more info) That's incorrect. Each team has strategies and preferred heroes and OG won the international ( a sort of world championship ) by ignoring trends and sticking to a limited preferred hero pool. Since then, they've been consistent at underperforming vs. other human team. So by limiting the amount of heroes, humans are clearly at a disadvantage. In the last international, from the hero pool, 110 heroes were picked and 98 were banned. The micromanagement claim seems fair when it comes to illusions.
- usgroup 8y ago“In total, the current version of OpenAI Five has consumed 800 petaflop/s-days and experienced about 45,000 years of Dota self-play over 10 realtime months...” Clearly very exciting and a remarkable achievement but does anyone else marvel all the less when such colossal resources are needed? Obviously it’s not entirely brute force but it seems much too brute force to be considered “intelligent”.
- jonathanhd 8y agoI’m intrigued by their “5k” with 25 hero mention. Are the bots worse because they have less proportional training time or because the extra hero abilities are making it more difficult to rely on their deathball strat? Considering how every public performance of openAI has shown nothing but relentless aggression Id speculate that it’s the latter.
- leesec 8y agoAs continues the trend, people constantly write off the next improvement in AI as "not that big of a deal" or "not actually AI because X" or "underwhelming". I suspect they'll be doing this all the way up until AGI.
- squeaky-clean 8y agoIt's underwhelming because the titles are misleading, not because the achievements aren't impressive. Beating humans by outhinking them and still using human-like reflexes and all game resources available is like 1000-cool-points, and beating them as they are now is 500-cool-points. Yes it's an incredible achievement, but they get you into the article with a misleading line, and so it's to be expected that all of your hype is deflated as you read, rather than building up your excitement. I just with they'd be honest about the shortcomings in their AI. It's like the joke from Futurama about why humans don't watch the Robot Blernsball League (basically future-baseball). Bender: Now Wireless Joe Jackson - there was a blern-hitting machine. Leela: Exactly! He was a machine designed to hit blerns. Wireless Joe Jackson was nothing but a programmable bat on wheels. Bender: Oh, and I suppose Pitch-o-Mat 5000 was just a modified howitzer! Leela: Yep.
- 0x262d 8y agoyou realize this is qualitatively, fundamentally different from that, right... how about this prediction: people will be suggesting that their machine learning models are a big step towards AGI, forever.
- b_tterc_p 8y agoI think what people don’t get when they want to celebrate this is that there is no dominant strategy for a game like this. To play optimally you need to adapt your plan according to what your opponent goes. If anything, there is evidence that this AI, as well as the Starcraft one, don’t do this. They just have a world view of what works best and try to do that. And then it kind of works because the AI is much better at micro. It would be very ineffective if this AI had to input everything through a human body somehow. Now to be fair, it would be very difficult to not win on micro. There’s no real set of constraints I can think of that would make it a fair match. Ideally they should probably be shifting to a game where micro just isn’t as big of a differentiator. Or, consider moving to a game where a strategic player issues commands and human players execute them. Off the top of my head I can’t think of anything that really fits that build. Alternatively, spy party (an incredible game) could be an excellent candidate as it requires deception, and a strategic awareness of what the other player is thinking. And, at a high level of play, micro is practically flawless.