The most interesting part to me was the machine learning with groups of mutalisks to avoid AoE attacks. Watching the videos, I'm pretty sure that kind of micro could defeat any human player (I'm not sure that even Boxer could deal with that).
The thing that mystifies me with this kind of research is why people still call it "Artificial Intelligence." Taboo those words and what are you left with, really? Essentially, using machine learning techniques and heuristics based on extensive domain knowledge to solve complicated software engineering problems. It's impressive, but it's also not clear that this has much of anything to do with making machines that can "use language [and] form abstractions and concepts". Then again, this is probably a good thing given the mainstream's apparent unwillingness to consider problems of friendliness.
Agreed about the micro-ing. I'm surprised that human players can put up any resistance against a computer that micromanages many fast units simultaneously, to the point of making them dodge individual attacks.
Ars Technica has an article about A Starcraft AI competition.. While this is clearly narrow AI there are some details which may interest people at LW. The article is about the best performing AI, the "Berkeley Overmind." (The AI in question only played as Zerg, one of the three possible sides in Starcraft. In fact, it seems that the AIs in general were all specialized for a single one of the three sides. While human players are often much better at one specific side, they are not nearly this specialized).
Highlights from the article:
Note, that using the interface that humans need to use was not one of the restrictions. This was an advantage that the Berkeley group used to full effect, as did other AIs in the comptetion.
The programmers then used a series of potential fields to control what the mutalisks did, with different entities and events creating different potential fields. A major issue became how to weigh these fields:
The article unfortunately doesn't go into great detail about the exact learning mechanism. Note however that this implies that the Overmind should be able to learn how to respond to other unit types.
There are other details in the article that are also interesting. For example, they replaced the standard path tracing algorithm that units do automatically with their own algorithms.
The final form of the AI can play well against very skilled human players, but it isn't at the top of the game. Note also that the Overmind is designed for one-on-one games. It should be interesting to see how this AI and similar AIs improve over the next few years. I'd be very curious how an AIXI would do in this sort of situation.