Crazed Rabbit
01-31-2011, 02:26
From Ars Technica (http://arstechnica.com/gaming/news/2011/01/skynet-meets-the-swarm-how-the-berkeley-overmind-won-the-2010-starcraft-ai-competition.ars)comes an in-depth article on how a team from Berkeley University developed an AI for the original Starcraft.
It provides an interesting look into the process of developing and testing AI.
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.
There's a palpable air of celebration in the room; even Oriol is grinning. He was just beaten by the Berkeley Overmind, an AI agent that our team in the room spent the past few months working on. The Overmind is our entry into the 2010 StarCraft AI Competition, and after dozens of test matches, it has finally defeated our human StarCraft expert for the first time
We have a glorious, ego-affirming, reverse-John Henry kind of moment, but no time to savor it. With three days left before final submission of the code, our team has a lot of polishing and debugging to do. Professor Dan Klein, our faculty advisor, general, head coach, and driving force, smiles briefly and turns back to the whiteboard. He crosses out one of 20 test scenarios we still have to run.
“Okay,” he says. “We can beat goliaths. What’s next?”
This is the story of how our team created the Berkeley Overmind, and the technologies we used.
It continues at: http://arstechnica.com/gaming/news/2011/01/skynet-meets-the-swarm-how-the-berkeley-overmind-won-the-2010-starcraft-ai-competition.ars
CR
It provides an interesting look into the process of developing and testing AI.
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.
There's a palpable air of celebration in the room; even Oriol is grinning. He was just beaten by the Berkeley Overmind, an AI agent that our team in the room spent the past few months working on. The Overmind is our entry into the 2010 StarCraft AI Competition, and after dozens of test matches, it has finally defeated our human StarCraft expert for the first time
We have a glorious, ego-affirming, reverse-John Henry kind of moment, but no time to savor it. With three days left before final submission of the code, our team has a lot of polishing and debugging to do. Professor Dan Klein, our faculty advisor, general, head coach, and driving force, smiles briefly and turns back to the whiteboard. He crosses out one of 20 test scenarios we still have to run.
“Okay,” he says. “We can beat goliaths. What’s next?”
This is the story of how our team created the Berkeley Overmind, and the technologies we used.
It continues at: http://arstechnica.com/gaming/news/2011/01/skynet-meets-the-swarm-how-the-berkeley-overmind-won-the-2010-starcraft-ai-competition.ars
CR