With most information hidden, the game Stratego had stumped AI until now
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With most information hidden, the game Stratego had stumped AI until now
Unofficial Hacker News client; not affiliated with Y Combinator.
dmurray · · focus · HN ↗
I thought this was slightly less crank-coded than trying to prove the Riemann Hypothesis, but maybe these days you just ask Claude to do that and it tells you there's a counterexample at 1 + πi that no one ever noticed before.
NooneAtAll3 · · focus · HN ↗
gregdeon · · focus · HN ↗
zahlman · · focus · HN ↗
NooneAtAll3 · · focus · HN ↗
clickbait title and the bot isn't at "top players struggle to beat it" level - but it's no longer a casual walk in the park like the default ai is, so the progress is massive
root_axis · · focus · HN ↗
IMO it also needs to use a real mouse before I think it's a true comparison, even a casual player would have a massive advantage if they could issue selections and unit commands via query.
xpct · · focus · HN ↗
I personally don't see why vision is important, if anything I'd frame vision as useful to humans, rather than being the baseline.
knollimar · · focus · HN ↗
dragontamer · · focus · HN ↗
Pluto uses Ghosts to counter Dragoons. Any SC:BW player should know how stupidly impossible this is for humans.
For the non-players out there. Ghosts have an ability called Lockdown that can stop mechanical units (like Dragoons) from attacking or moving for long periods of time.
The problem: it requires you to click on a Ghost, then click on a Dragoon.
No human in the whole history of SC:BW would seriously do this. At best, Ghosts in practice are used vs capital ships (like Carriers or Battlecruisers), because in smaller numbers humans are fast enough to click and perform these feats. (Carriers and Battlecruisers are very expensive, very very powerful, units. So they are weak to specialized attacks like this as you cannot build many of them due to their incredible cost in resources).
But dragoons? This is the mass production unit of Protoss. This is so far outside the scope of human-level APM that the games Pluto plays are useless. Lockdown simply isn't feasible to be used vs what amounts to the standard / stock infantry unit of Protoss. There's simply too many opponent dragoons to even click on.
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I dunno what kind of "APM rules" we need to give SC:BW bots to allow them to have a fair fight vs humans.
But the rules we have in place today do NOT represent a fair fight at all. Computers have stupid amounts of speed and precision far in excess of a human player.
boredhedgehog · · focus · HN ↗
knollimar · · focus · HN ↗
dragontamer · · focus · HN ↗
Indeed, pros regularly go from 300apm average to like 800apm during critical fights, but only for a minute (maximum). Humans _can_ go well above the 300apm average and do so. (Indeed, keeping your hands warm and performing "useless" 300apm in the early game is critical to keeping the blood flowing and your fingers ready for the middle game).
Nonetheless, the ghost micro that Pluto demonstrated is demonstrably superhuman. No one clicks that fast or precisely with the mouse.
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Indeed: the only way humans reach 300apm consistently is because of _keyboard_ shotcuts. Tapping buttons on a keyboard (which don't move and are always consistent) still counts as an "action".
A "mouse action", which requires you to move the cursor, and then click accurately on a moving unit, is far more intensive than clicking "55" to recenter your map upon your starting Hatchery (assuming classic handstance: Zerg often put the starting hatchery on 5 and their middle or index-finger on the 5 so that their pinky can reach s and d, for "select larvae" then "drone").
The keyboard shortcut of "55sd" is 3 actions, but far easier to perform than the 3 actions of "select ghost -> lockdown -> target".
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I believe Slayer Boxer's famous ghost micro was accomplished with hotkeys 1234567890, so he could set off 10 lockdowns with 1l-click 2l-click 3l-click 4l-click 5l-click 6l-click 7l-click 8l-click 9l-click 0l-click. And that was a long time ago: it probably was a SlayerBoxer exhibition match (ie: he agreed with the opponent to go ghosts and the opponent to go battlecruisers before the match started, so that it was more of a crowd entertainment game rather than a serious tournament).
This is the human limit of ghost micro, 10 precise lockdowns into a nuke. And only if _EVERYTHING_ was lined up for it and the opponent is even (mildly) working with you to try to make the most entertaining game.
What Pluto is doing is so far outside of normal... that its nearly useless for us to study. I dunno, maybe some deeper analysts will look at some other tidbits of Pluto's build orders but I personally think its APM feats / clicking feats are just too far outside of human that there's no way anything else is worth studying.
I think there's an argument that Pluto's TvT game is at least somewhat realistic and maybe humans can learn from it. But the jury is still out, people are still trying to analyze these games and understand the techniques, strategies, and tactics.
grog454 · · focus · HN ↗
There are at least 2 reasons vision is important in SC1
1. Cloaked units are close to impossible for humans to notice when they are not consciously looking for them but once identified, its relatively easy to track and manipulate them indirectly (e.g. via body blocking). To be fair, I have no idea how the SC1 API works with cloak.
2. Missing short blips of opponent unit movement on the minimap is common and sometimes detrimental enough to swing the game.
bananaflag · · focus · HN ↗
(Of course, tomorrow Google might announce that it has solved it.)
andrepd · · focus · HN ↗
yorwba · · focus · HN ↗
literalAardvark · · focus · HN ↗
andrepd · · focus · HN ↗
Davidzheng · · focus · HN ↗