3 ms·
From the article: >Q. How does AlphaStar perceive the game? >A. Like human players, AlphaStar perceives the game using a camera-like view. This means that Alp
by marviel 7y ago
From the article:
>Q. How does AlphaStar perceive the game?
>A. Like human players, AlphaStar perceives the game using a camera-like view. This means that AlphaStar doesn’t receive information about its opponent unless it is within the camera’s field of view, and it can only move units to locations within its view. All limits on AlphaStar’s performance were designed in consultation with pro players.
- hartator 7y agoI don't think that answers the question. As it can just mean the AI has to move a camera-like view (sic) but still doesn't have to use computer vision to get which unit is which, health bars, and things in the like.
- marviel 7y agoFair point, I suppose I didn't read as carefully as I should've. Thanks!
- DiogenesKynikos 7y agoI'm fairly certain that AlphaStar does not work off of the individual pixels. It gets a more abstract representation of the game state. At least, that's how the original AlphaStar worked.
- evv 7y agoIt is a particularly interesting question in StarCraft because of the cloaked units, which are visible only by distorting the background (and from their sound). Most humans will be able to identify cloaked units, but only if they look carefully, and not in heavy battle. Can the AIs see and/or identify cloaked units? It begs the question if fair gameplay is even possible unless the AI uses machine vision against the same interface. For fair human-vs-AI games, they shouldn't allow cloaked units!
- herogreen 7y agoI am not sure this question is really interesting because the aim of solving Starcraft is to improve planning and strategies, not computer vision. I suppose there are much more interesting tasks train on in order to solve computer vision.
- baddox 7y agoI agree. I'm not super impressed with the ability of human Starcraft players to detect and parse the meaning of health bars. That's not really done by the same part of the human brain that I would consider to be "good at playing Starcraft." I'd be fine if the AI had a clean API to tell it the units that are currently on screen, perhaps with some limit on the speed at which the AI can iterate through everything (e.g. it should definitely require a "click" to check an enemy unit's upgrades). I do agree that detecting cloaked (or burrowed) units is a bit of an interesting case, since a simple API like I mentioned would make it trivial for the AI to detect these units. Perhaps you could do some sort of probabilistic system, or some sort of "attention" system where the AI has to choose where on the game screen to spend its limited attention, and more attention in an area around a cloaked units would increase the probability of the AI "detecting" the cloaked unit. That probably comes close to matching how humans detect cloaked units, e.g. when you're deliberately looking for an observer around your army you have an almost 100% chance of finding it if it's there.
- ggggtez 7y agoI'm pretty sure the AI can't see cloaked units, which is why it always built so many observers in the demo games.