DanArmak comments on Open Thread: December 2009 - Less Wrong

3 Post author: CannibalSmith 01 December 2009 04:25PM

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Comment author: CannibalSmith 01 December 2009 08:57:59PM *  1 point [-]

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.

Comment author: DanArmak 01 December 2009 09:29:49PM 1 point [-]

Was these games' development objective to make the best AI they could that would win in all scenarios? I doubt that would be the most fun for human players to play against. Maybe humans wanted a predictable opponent.

Comment author: ChrisPine 02 December 2009 11:40:22AM 2 points [-]

They want a fun opponent.

In games with many players (where alliances are allowed), you could make the AI's more likely to ally with each other and to gang up on the human player. This could make an 8-player game nearly impossible. But the goal is not to beat the human. The goal is for the AI to feel real (human), and be fun.

As you point out, the goal in this contest is very different.