Author Topic: Starcraft 2.  (Read 415590 times)

Offline W1nTry

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Re: Starcraft 2.
« Reply #1080 on: January 19, 2011, 03:00:36 PM »
Although this is the SC2 thread, the article and excepts I am about to post is SO Epic (imho) that its best posted in the present thread. PPl, the Overmind COMETH!

http://arstechnica.com/gaming/news/2011/01/skynet-meets-the-swarm-how-the-berkeley-overmind-won-the-2010-starcraft-ai-competition.ars

And he meets of all A.I. Skynet  :cowboy:

Quote
Skynet meets the Swarm: how the Berkeley Overmind won the 2010 StarCraft AI competition

We’re gathered in a conference room on the Berkeley campus, the detritus of a LAN party scattered around us. The table is covered with computers and pizza, and there’s a game of StarCraft projected on the screen. Oriol Vinyals, a PhD student in computer science, is commanding the Terran army in a life-or-death battle against the forces of the Zerg Swarm.

Oriol is very good—one-time World Cyber Games competitor, number 1 in Spain, top 16 in Europe good. But his situation now is precarious: his goliath walkers are holding off the Zerg’s flying mutalisks, but they can’t be everywhere at once. The Zerg player is crafty, retreating in the face of superior firepower but never going far, picking off targets of opportunity and applying constant pressure.

Then Oriol makes a mistake. He moves his goliaths slightly out of position, just for a few seconds. It’s enough. The mutalisks react instantly, streaming through the gap in his defenses and making straight for his vulnerable workers. By the time Oriol brings the goliaths back to drive off the mutalisks, his workers are wiped out and his resource production is crippled.

Oriol makes a desperate, last-ditch attack on the Zerg base, trying to break through before the mutalisks are reinforced, but it’s too late. One after another, his goliaths get ripped apart by the Zerg defenses. As a new wave of mutalisks emerges from the Zerg hatcheries, he has no choice but to concede—to the computerized AI that just defeated him.

.....

The StarCraft AI competition was created to harness and promote StarCraft as a research environment. AI researchers have used RTS games in the past, but their efforts were hampered by the technology available. Open-source games were buggy and untested, and commercial games like StarCraft were inaccessible.

This changed in early 2009 with the release of the Brood War API (BWAPI), an open-source toolkit developed by a group of enthusiasts that gives direct access to the game. Ben Weber, a student in the Expressive Intelligence Studio at UC Santa Cruz, had been working on RTS game-based research. He realized that StarCraft and BWAPI could make an immediate impact on his work and be a valuable tool for the AI community. He set about organizing a tournament for StarCraft AI agents to compete against each other, hoping to kick-start progress and raise interest.

The announcement for the tournament was made in November of 2009, and the word soon went out on gaming websites and blogs: the 2010 Artificial Intelligence and Interactive Digital Entertainment (AIIDE) Conference, to be held in October 2010 at Stanford University, would host the first ever StarCraft AI competition.

.....

In theory, a computer should be great at controlling many units simultaneously, since it’s not limited by human speeds. Indeed, there is a common misconception that because StarCraft is real-time, it must be game of reflexes. But while speed is useful and important, it is no substitute for knowing the right thing to do. Good unit management requires intelligent decision-making. Simply moving the mutalisks in combat demands some sophistication. The mutalisks need to fly toward their targets but stay away from other enemies; they need to concentrate their firepower, yet disperse when facing enemy units with area attacks. To top it off, dozens of mutalisks must do this in sync.

To handle these issues and limit computational overhead, our agent uses artificial potential fields for unit movement. The potential field controller generates virtual forces that push the mutalisks around, balancing attractive forces on targets with repulsive forces on threats. Summing up the forces acting on a mutalisk gives a direction to fly, resulting in a simple but robust control scheme. We were helped by the fact that air units like mutalisks don’t get stuck on obstacles or each other.

Potential field control is very powerful. For example, hit-and-run maneuvers can be created by simply turning off attractive target potentials after firing; repulsive threat potentials automatically cause the mutalisks to dance out of range while waiting for their attacks to recharge. Attractive potentials draw the group together to concentrate fire, but if an area-attack threat appears, a repulsive potential causes the cluster to quickly scatter.

The video bellow shows this behavior in an engagement with Protoss Archons, powerful anti-air units. With potential fields, “you get certain desired behaviors that just emerge,” says David Burkett.



......

For the Zerg, much mid and late-game scouting information comes from proper use of overlords. Overlords are slow-moving flying units with long sight-range that also provide supply, an in-game metric governing the number of units that can be built. Having overlords scattered around the map improves targeting and macro planning, but losing overlords both reduces vision of the map and hinders the ability to build more units. The benefit gained from observations has to be balanced against the risk of losing overlords, and the overlords need to be protected from blundering into enemy units.

Our solution to the problem of overlord control and scouting had an uninspired beginning. StarCraft’s built-in path planning for ground units is terrible, an irritant that has hindered players for over a decade. As development progressed, Dan decided that we weren’t going to put up with the indignity of watching units getting stuck on walls and chasing their own tails, so we implemented our own path planning.

Simply getting from point A to point B successfully was useful enough, but the real change came from combining path planning with an awareness of enemy units. The Overmind keeps a continuously updated map of the positions of every enemy unit it has ever seen and the last known location of that unit. Since the attack range and speed of units in StarCraft are known, the agent can combine this information with its map of enemy units to build a threat map. For each unit type, it can calculate a level of danger for that unit to be in an area. This threat map can be combined with the path planning algorithm by including the threat in a given map area as part of the cost of traversing it. Short paths that are under high threat are less preferable to longer, safer paths. Modifying the algorithm this way required some technical tricks to run quickly enough to be useful, but once working it proved to be a valuable tool. Though originally intended for worker units, we were suddenly using it everywhere.

.......




If you are a fan of SC you NEED to read the original article ALL 4 pages of it, the implications imho are staggering... this is EPIC WIN in my books.

Also there are vids of the final game of the competition on the Berkeley site:
http://overmind.cs.berkeley.edu/


Carigamers

Re: Starcraft 2.
« Reply #1080 on: January 19, 2011, 03:00:36 PM »

Offline Rebirthoftheundead

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Re: Starcraft 2.
« Reply #1081 on: February 06, 2011, 06:37:06 PM »
Wham alyu men dead awah? i dont see u guys online anymore maybe some select few...add meh those who still play

Offline VirtueTT

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Re: Starcraft 2.
« Reply #1082 on: February 06, 2011, 07:48:35 PM »
Wham alyu men dead awah? i dont see u guys online anymore maybe some select few...add meh those who still play

i was playin starjewel >.> ...... Since Mez gone MIA for the longest while and Wyatt apparently has abandoned us and gone rogue to play with himself. Snowtiger MIA also and then most of us playin either BC2, Borderlands and those racing games. Berzerk in love with Warhammer so he eh touchin SC2 for a while. Maybe we'll get on and sweat, i dont mind gettin back into the swing of things. I cant even remember build orders right now >.<
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Offline TriniXaeno

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Re: Starcraft 2.
« Reply #1083 on: February 06, 2011, 10:31:34 PM »
lol, blame mass effect 2.

Then reach fever, then blackops fever, then vietnam and so on and so forth.

too many good games, too little time be the cry.

Just fired up War for Cybertron today and it bess. Autobots, tranform.

Not sure when I'll get back to my beloved SC2 at this rate.

Need like 3 months vacation.

Offline W1nTry

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Re: Starcraft 2.
« Reply #1084 on: February 07, 2011, 01:34:53 AM »
^^ What Wyatt said

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Re: Starcraft 2.
« Reply #1084 on: February 07, 2011, 01:34:53 AM »

Offline phoenix31tt

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Re: Starcraft 2.
« Reply #1085 on: February 07, 2011, 09:51:59 AM »
lol, blame mass effect 2.

Then reach fever, then blackops fever, then vietnam and so on and so forth.

too many good games, too little time be the cry.

Just fired up War for Cybertron today and it bess. Autobots, tranform.

Not sure when I'll get back to my beloved SC2 at this rate.

Need like 3 months vacation.

aye you playin that legit on steam??

Offline Mez

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Re: Starcraft 2.
« Reply #1086 on: February 07, 2011, 12:46:03 PM »
Yeah fellas... I was now looking for a social starcraft sweat. cyah deal with the hardcore leetness on the ladder. Allyuh wanna organise a sweat? I down for a Sunday night sweat. We need at least 4 peoplz


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Offline VirtueTT

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Re: Starcraft 2.
« Reply #1087 on: February 07, 2011, 02:34:03 PM »
lol, blame mass effect 2.

Then reach fever, then blackops fever, then vietnam and so on and so forth.

too many good games, too little time be the cry.

Just fired up War for Cybertron today and it bess. Autobots, tranform.

Not sure when I'll get back to my beloved SC2 at this rate.

Need like 3 months vacation.

aye you playin that legit on steam??

I believe he is. Sunday sound like a plan. Now if W1nTry would actually be home when im home so we can sweat -.-
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Offline crackerjack

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Re: Starcraft 2.
« Reply #1088 on: February 07, 2011, 04:01:08 PM »
u knw how long i waiting for a sc2 sweat i real in dat too

Offline Rebirthoftheundead

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Re: Starcraft 2.
« Reply #1089 on: February 07, 2011, 06:00:06 PM »
buh aye aye that wah we talking bout i so rusty now i hadda relearn things

Offline TriniXaeno

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Re: Starcraft 2.
« Reply #1090 on: February 07, 2011, 07:46:02 PM »
yeah, legit pon steam. Boss game.

Offline Mez

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Re: Starcraft 2.
« Reply #1091 on: February 07, 2011, 08:00:50 PM »
Sunday it is, we deh from 7 pm Trinitime


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Re: Starcraft 2.
« Reply #1092 on: February 07, 2011, 08:27:33 PM »
@ wyatt, i ask cuz u know is co-op right :}...

and i have it too :)

and i might be game for that sc2 sweat mez...

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Re: Starcraft 2.
« Reply #1093 on: February 08, 2011, 12:25:42 AM »
Sunday it is, we deh from 7 pm Trinitime

so 8pm-9pm then? give or take. u said trini time eh XD
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Re: Starcraft 2.
« Reply #1094 on: February 08, 2011, 08:59:34 AM »
exactly virtue lol


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Offline Rebirthoftheundead

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Re: Starcraft 2.
« Reply #1095 on: February 08, 2011, 07:07:38 PM »
well i in that sweat too hope u guys can revert back to crafting alittle more often tho

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Re: Starcraft 2.
« Reply #1096 on: February 13, 2011, 07:04:07 PM »
hope alyu men aint forget the sweat tonight eh

Offline W1nTry

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Re: Starcraft 2.
« Reply #1097 on: February 14, 2011, 11:54:08 AM »
They have a sweat tonight? XD

Offline Berzerk

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Re: Starcraft 2.
« Reply #1098 on: February 14, 2011, 01:04:15 PM »
Wasnt there supposed to be a sweat last night?



Offline W1nTry

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Re: Starcraft 2.
« Reply #1099 on: February 14, 2011, 01:05:44 PM »
Ohho XD well when is the next sweat?

Carigamers

Re: Starcraft 2.
« Reply #1099 on: February 14, 2011, 01:05:44 PM »

 


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