For those not aware, Google's DeepMind worked on an AI for Starcraft II called "AlphaStar". Essentially, they used the most sophisticated Machine Learning techniques to have an AI "teach" itself to play StarCraft II without cheating. After some initial complaints about the AI cheating by being able to "see" the entire map on it's "screen" and being able to take unhuman like number of actions per second, the developers limited both and Alphastar was limited to human like behaviour and information. It was able to play on Ranked ladder and achieve Grandmaster status with all 3 races. It's games are fascinating to watch for anyone interested in StarCraft II
Wouldn't it be cool if they did this for Warhammer for Quick Battles specifically? I was wondering how much more (less?) of a challenge would it be? Starcraft has 3 different races thus only 3^2 = 9 possible MUs. While Warhammer has 15 unique factions, which will mean 225 unique MUs. Not to mention sub-factions that have access to unique units (Clan Angrund, Avelorn, Chevaliers de Lyonesse, Followers of Nagash, Sartosa, The Drowned).
The AI would first have to learn to build armies and then of course play out the battles. It would be so exciting to see the AI do this. Would we see builds that we have never seen before? Strategies that humans have overlooked? Units that we once thought UP become suddenly OP in the hands of the AI. Which spells/items would the AI choose?
Of course, some limitation would have to put on the AI for it not to be "super human". For example dodging would have to be somehow limited, otherwise ranged units would not be able to hit anything as the AI could calculate trajectories perfectly and evade all damage, especially with fast units. Bombardment, Vortex, Wind spells would also become close to useless. So either limit actions per second to be similar to top human players or make sure there is some RNG involved in how fast it can react to spells/ranged attacks.
The AI would also have to be limited in it's use of exploits such as White line/corner camping, forest camping, cycle charging in end game etc. So maybe some sort of tournament rules would have to be applied so that it always abides by these?
Thoughts?
5 ·
Comments
TWW ain't.
- Report
2 · Disagree Agree- Report
0 · Disagree Agree- Report
1 · Disagree AgreeI wouldn't mind what UberReptilian says.
- Report
1 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeI reccomend reading about Alphastar on their site or just watch this video(from 6:25).
- Report
1 · Disagree Agree- Report
0 · Disagree AgreeBut I think a few simple changes could make a huge improvement in TW AI:
1. Magic: Mostly use buffs/debuffs, since the AI wastes most damage spells. Or make them only use damage spells when it will hit two or more formations. But stick to buffing and debuffing the main infantry lines as they meet. Damage spells on ARTY would also work,
2. Combat: Have the AI focus on taking out your ARTY first, then archers when possible. The AI rarely wins a battle, but that would slow down the Human player if they were losing units or taking heavy losses and needed to spend turns replenishing.
3. Combat: Only throw their heros and lord into battle against other lords/heros, or wait until they are needed at the battle turns against them. They waste heros and lords too early charging spearmen. And for Races like VC and TK, the main Lord never initiates combat to prevent early crumbling.
4. ARTY: When the AI has an Arty advantage, or even tie, it never attacks and trades arty fire with you until it runs out of ammo or you attack it. It may not win, but it will do serious damage to your units, again, slowing down the players campaign progress. Arty is the easiest thing for the AI to use to do damage, and too often it attacks and spends too much time moving their arty around instead of attacking and doing damage with it.
With that said, the AI should focus on having 2-4 Arty in all its armies for factions that can have it. Or 1 arty per 4 units as it builds an army. Thata way it can hurt the human player and slow them down.
- Report
0 · Disagree AgreeTWW battles are also much less complex than SC2 games and thus less of a challenge for Deepmind to tackle, though the number of possible MU permutations is very large compared to SC2 so that will affect training time.
- Report
0 · Disagree AgreePlus quick battle data is comparatively small and the usable ones are even smaller (draw kiting, corner camping, etc). So pretty much only tournaments which all are very divided widely between patches. Unlike SC2 which saw its last Multiplayer content drop in 2015 and only minor changes since then, TWW gets a bunch of new units dropped every half a year.
It wouldn't even be useful in campaign since Quick Battle is a One time thing, loses do not have strategic consequences and all that matters is that you win the battle.
- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
1 · Disagree Agree- Report
0 · Disagree AgreeIn any case reinforcement learning which is used by AlphaStar in particular doesn't work this way.
- Report
1 · Disagree AgreeWithout a breakdown of both AIs and how they interact with the game space it would be hard to say which has to work harder. I'm pretty sure the battle mechanics of modern TW games are infinitely more complex and I assume that's why the used a more simple game to show it off.
- Report
0 · Disagree AgreeAlphaStar uses reinforcement learning, you can read about high level problem and approach here: https://deepmind.com/blog/article/alphastar-mastering-real-time-strategy-game-starcraft-ii
But you don't really need to know how they both work to tell that decision space in SC2 is just massively bigger. As they mention they have 10^26 legal moves at any point. Working with limited information and long term planning are also much less of a thing in TWW.
- Report
0 · Disagree AgreeUntil it's actually tested on a more modern game like TW (not forgetting no one can replicate CA's programming - the reason they have no competition) I'm not going to accept it's some ultimate solve for TW's issues. If it's enough for you - cool.
- Report
0 · Disagree AgreeThe problem with AlphaStar is not that this approach won't work for TWW, it's that it's too expensive.
But everyone's entitled to their opinion of course.
- Report
0 · Disagree AgreeAlso they should balance the campaign so its a challenge not annoying.
Bring me to war i want the best possible AI.
#givemoreunitsforbrettonia, my bret dlc
- Report
0 · Disagree AgreeA better AI though is a must.
- Report
0 · Disagree AgreeSimple games like the above or AoE/K use simple AI because that's all is required for them.
As mentioned above, AlphaStar has clear limits as it only seems able to learn the most efficient way to win on one particular game and I've not seen it perform on any other. AlphaStar also isn't being used to make games 'better' or more enjoyable, it's there to test the quality of AI to do certain tasks, as in efficiency.
Would it make TW a better game? Dunno - more **evidence** required.
- Report
0 · Disagree Agree- Report
1 · Disagree AgreeBut tbh you don't even have to know anything about ML and just play both SC2 and TWW at a decent level to tell that TWW battles are not nearly as complex as SC2.
As for making a better game - it's a separate question, players might not find playing against an AI that always outplays them enjoyable.
- Report
0 · Disagree AgreeAgain, you've not shown any evidence that battles are more complex in the 11 year old game SC2 so I'm not going to reply on that until you do.
Again, you missed the point from the expert opinion above that machine learning can only follow simple rules like win in the most efficient way. It cannot be tweeked in a meaningful way so would be completely useless for game design.
Yes, you have no evidence that a basic RTS is more complex than an up to date TW game - that's my point and why I'm rather confused you seem certain about it. To give a reasonable argument I assume you would need to count up the unit types, the effects of positioning, aura abilities, constant abilities, possible combos, use of magic, charge, leadership, elevation, fatigue etc.
What has what and what doesn't and how complex is it? Questions like that around a coherent argument.
- Report
0 · Disagree AgreeAnd quoting my edit from the previous post "But tbh you don't even have to know anything about ML and just play both SC2 and TWW at a decent level to tell that TWW battles are not nearly as complex as SC2."
SC2 has (compared to TWW battles):
-strategic layer and long term planning
-scouting and working with incomplete information (to a much greater extent), mind games
-just more **** going on with a lot more units, buildings and terrain features, and the number of possible actions you can take at any moment is just a lot higher
-micro of individual units it a lot more complex and many abilities (e.g. force fields) are more complex to use and much less point and click
AlphaStar models are different models trained on a specific MU (e.g. Protoss vs Protoss), so the fact that TWW has more units and factions mostly means they would need more models, but it's just quantity, it's not fundamentally more difficult. And each model would be simpler due to reasons above.
Anyway, if you're really interested in the topic I suggest you reading up on the subject, I understand that not everyone wants to or has the time to learn ML but there's enough popular articles to at least get a high level understanding.
If you're here just to argue let's just agree to disagree.
- Report
0 · Disagree AgreeAlso, the nice thing about Total War battles is that it's not as micro-intensive as Starcraft so it becomes more about positioning and decision making.
It would be utterly fascinating to see how a machine learning system tackles tactics. Would it use vanguard deploy? Would it corner-camp? What spells would it prefer?
- Report
0 · Disagree Agreestrategic layer and long term planning - The video above makes it clear that TW battles work on a tactical and strategic level. Strategic means an overall strategy which anyone playing a battle will use.
scouting and working with incomplete information (to a much greater extent) - You can't see what covered units are doing as well as stealth units. An AI either has to deal with it or doesn't, it can't see all the units for numerous reasons or what the player will do. An issue for both games.
just more **** going on with a lot more units, buildings and terrain features, and the number of possible actions you can take at any moment is just a lot higher - BS, WHTW has a lot more units with more complex and numerous abilities, magic, attack options etc.
The fact they have more models with differing abilities, thanks to the impact of the campaign map there can be random abilities placed on units, LLs etc. Of course more unit types add to the complexity.
You're the one being triggered because I don't think you know as much as you think you do on the subject. I love the way you completely ignore the issues brought up by the expert above.
I don't think this program can sort out the problems with TW, this is backed up by the expert above. As far as I'm concerned it's over.
- Report
0 · Disagree AgreeAnd that only started to happen when they limited its micro, because at unlimited APM it would just own everything by spamming blink stalkers and microing them perfectly.
Some of the notable differences in SC2 are that it oversaturates bases with workers a little and uses static defenses a lot more.
Since TWW community is smaller and the number of MUs is bigger I'm pretty sure the difference with TWW meta would be a lot more staggering though.
- Report
1 · Disagree AgreeDoes it ever go for multiple casters? etc.
- Report
1 · Disagree Agree