RTS is special because it’s realtime. An AI that’s only ‘good enough’ in terms of strategy or tactics could still win by being far better at parallelizing and reaction speed. The bigger the game world, the more this is true.
Human Starcraft players need to have a basic skill of taking hundreds of actions per minute before they can bring their superior strategy or tactics into play.
I just meant that if it wasn’t realtime but turn-based, AIs would lose their advantage.
Most games are real-time: FPSes, MMORGs, MOBAs, etc.
And in all of these, AFAIK, when AI is better than humans, it’s because it can do things humans simply can’t: perfect aiming and movement (of the kind that’s considered cheating when humans use software aids to achieve it in FPSs), coordinating a team that can’t see each other because sharing info digitally over the ‘chat’ channel is very efficient, remembering perfectly a very complex maze, etc. Micromanagement is another of these.
That computers are much better at some things than humans isn’t a surprise. It’s very important, but it’s hard to compare it directly to games like Go or chess.
Humans also can’t run massive searches on deep trees or hold a huge library of opening moves in their memory.
AIs solve problems differently from humans. Software is much better at some things (from micromanagement to aimbotting to doing things quickly) and is much worse, so far, at other things. The interesting place is the edge—where software and human capabiilties are currently of the same magnitude. That’s why aimbots are boring and a machine playing Go is oh so cool.
RTS is special because it’s realtime. An AI that’s only ‘good enough’ in terms of strategy or tactics could still win by being far better at parallelizing and reaction speed. The bigger the game world, the more this is true.
Human Starcraft players need to have a basic skill of taking hundreds of actions per minute before they can bring their superior strategy or tactics into play.
Something like this?
Most games are real-time: FPSes, MMORGs, MOBAs, etc.
Right.
I just meant that if it wasn’t realtime but turn-based, AIs would lose their advantage.
And in all of these, AFAIK, when AI is better than humans, it’s because it can do things humans simply can’t: perfect aiming and movement (of the kind that’s considered cheating when humans use software aids to achieve it in FPSs), coordinating a team that can’t see each other because sharing info digitally over the ‘chat’ channel is very efficient, remembering perfectly a very complex maze, etc. Micromanagement is another of these.
That computers are much better at some things than humans isn’t a surprise. It’s very important, but it’s hard to compare it directly to games like Go or chess.
Humans also can’t run massive searches on deep trees or hold a huge library of opening moves in their memory.
AIs solve problems differently from humans. Software is much better at some things (from micromanagement to aimbotting to doing things quickly) and is much worse, so far, at other things. The interesting place is the edge—where software and human capabiilties are currently of the same magnitude. That’s why aimbots are boring and a machine playing Go is oh so cool.