The Grand Challenge teams didn't go from zero to victory in one year.
Stanford's team did.
They also weren't one-man efforts.
Neither is mine.
I do not believe I can learn much from existing RTS AIs because their goal is entertaining the player instead of winning. In fact, I've never met an AI that I can't beat after a few days of practice. They're all the same: build a base and repeatedly throw groups of units at the enemy's defensive line until run out of resources, mindlessly following the same predictable route each time. This is true for all of Command & Conquer series, all of Age of Empires series, all of Warcraft series, and StarCraft too. And those are the best RTS games in the world with the biggest budgets and development teams.
But I will search around.
Stanford's team did.
Ah, I had assumed they must have been working on the problem before the first one, but their webpage confirms your statement here. I stand corrected!
Neither is mine.
Good, that will help.
...I do not believe I can learn much from existing RTS AIs because their goal is entertaining the player instead of winning. In fact, I've never met an AI that I can't beat after a few days of practice. They're all the same: build a base and repeatedly throw groups of units at the enemy's defensive line until run out of resources, mindlessly follow
ITT we talk about whatever.