Edit: OK.
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The Reaper wrote:Evolution is a really really really long run-on sentence.
Koa wrote:This is a problem of the disagreement on the definition of balance, which is why it would be important to define.
You'd also have to replicate physical input limitations and the capacity to understand information.
You'll have to draw lines of what is acceptably possible for a human, and at what point should imbalance be acceptable when a human is capable of exceeding those limitations.
This also comes down to the definition of balance, and I'm afraid it may be subjective in nature.
I guess I wasn't very clear. I know what you're suggesting, but I don't think you understand how incredibly complicated that heuristic would have to be to gather all the information required to solve the game.
You could attempt it by mimicking human play (and even that would be amazingly difficult to accomplish to any degree of accuracy)
, but a heuristic capable of truly solving SC2 is so over my head that... I can't even explain it... I'd have to assume you're an alien.
How do you plan on building the heuristic?
A GA? How do you build that GA?
Why not just build a fullblown sentient AI while you're at it? I can't even tell if I'm joking.
I don't think there is a human on this planet that can say with any certainty that they can build such a bot before they've attempted to do so without exercising ignorance (no offence intended).
Expressive Intelligence Studio at UCSC I believe. There is a lot of scripting involved, but that's because it's necessary to develop something tangible within a meaningful time frame.
But the game isn't even static!
Is it way over everyone in this thread's collective mind? Yes.
Is it feasible in 2012? No.
Could an RTS be balanced with such a bot? Define balance. Could you define balance? No, you would have to redefine it.
Could a bot assist in modifying parameters to provide a state of such a redefinition of balance? Of course.
Would such a game, whose parameters are dictated by mathematics to achieve the state of such a redefinition of balance, be balanced? No, while the two definitions of balance (subjective, and defined objectivity) would be similar in some sense, they would never be equal. The best course will always be to give the players the same tools for success. While the pieces and board of chess are completely equal, they have unequal tools (white moves first) and is therefore, at least slightly, imbalanced.
Koa wrote:Also, you can't really have a computer teach itself to play an RTS such as SC2 using genetic algorithms.
Limiting information, you'll need to make sure that the bot only can only view information (health) of units selected.
Derek wrote:SC2 has an option to always show the health of all units.
That already exists, actually.Derek wrote:I bet you could use a genetic algorithm to find effective build orders though.
Now, say we want a new map, and on this new map you can't interact with your opponent outside of building flying units.
Koa wrote:I have to posit that you don't understand even a fraction of the amount of raw information and complexity involved in SC2
nor how the game works and under what circumstances do people win.
Thus you don't understand that what you're suggesting is not only ridiculously difficult to create
but not even terribly meaningful to the goal of balance (which one can't define).
This is a video of a bot that was designed to control marines to a high degree of efficiency. This is something that your bot would accomplish and then some. APM limitations are insufficient for replicating human limitations.
The marines would still spread more effectively than would be physically capable of a human.
You're going to have to decide what a human is capable of before you even attempt to replicate their limitations
and at that point balance is no longer objective, you're dictating a form of balance to that degree of ability.
At the very least the game would be horribly imbalanced for people who can't accomplish the necessary things that your bot would do.
(If you don't understand why that is then it shows how much you don't understand SC2. There are times in a game where, by design, one race has stronger economy/production/army/etc than the other's. Your bot's heuristics would deem it necessary to take advantage of those windows, often in the form of a timing attack. A player who misses the window, or isn't even aware that it exists would be at a large disadvantage. If both players don't understand their windows, then it's a whole different game they're playing, requiring a whole different set of rules.)
Do you not understand that every single map in the game, currently, would provide an entirely different state on balance? The game does not exist without a map, and the map will completely alter the effectiveness of everything.
I don't even know how you'd account for the lack of information the players have of one another... It'd probably just increase the number of required epochs for statistical relevance considerably.
I answered that, no, it's not solvable because balance can't be defined in this way.
The tools do not switch hands in SC2.
unless the game is being played at a level that is solved, and thus, pointless to play.
Well now you have to fucking define skill.
Why can't one meaningfully define balance. This is a critical part of your argument that you still haven't given a succinct answer for.
The marines would still spread more effectively than would be physically capable of a human.
Not if they "misclick" with every placement.
Sort of, but not really. Their limitations simply have to be replicated before the first epoch. So objective 1 before you even get your bots playing games against each other is to tweak them until you're sufficiently happy that they don't exceed human capability. This needs to be done "by hand." There's not an automated process for this, and it requires some decision by those involved to say "yeah, we're pretty sure that this bot doesn't just blow people out of the water with their micro."
At the very least the game would be horribly imbalanced for people who can't accomplish the necessary things that your bot would do.
Totally and wholly incorrect. This is why you do it for every degree of ability your bots are capable of.
This, incidentally, is also why you store all of the heuristics your bots use. The ones where it tells your bot to over value Carriers, "because Carriers are awesome man, I win every game where I can get a Carrier out!" this leads them to miss their timing attack that gives them the best chances of winning (because they're time attacking a different build order). It also represents a different skill level, because their understanding of the game isn't as good as better skilled player.
Of course I understand this. This is why I brought it up! That said, it's not like each map is 100% unique in regards to balance. This is because each map contains objects that exist in other maps. It's interesting you should mention terrain features, because those would be captured in the heuristics. As the number of chasm that can't be crossed aside from flying units goes up, so does the value of flying units...
This is why you have your bots play on a random map each time they play, so that all terrain features get used and impact the heuristics. The larger variation of maps you have to work with, the less likely a new map is to break the balance of the game (assuming you had this system in place, it's not like you would release the map before running it through the system anyways).
If a particular terrain feature ends up favoring a particular faction, you have a problem and need to balance for that terrain feature. Is the terrain feature chasms, and it benefits faction A because their flying units are better? Time to make sure faction A's flying units aren't superior.
What, why would it increase the number of required epochs?? Your adversarial search algorithm that all the bots are using will go "Hey I don't have any clue what my opponent is doing, but I know they're faction A (or maybe they're random!), faction A has strategy X that's really good against the faction I'm playing, so I'm going to guess they'll try to do that (what's the best play my opponent could make, according to the heuristic I'm using, assume they'll do that), so I'll respond accordingly by making units U that have better chances against that."
The tools do not switch hands in SC2.
Could they switch "hands"? Would a more fair system be to play a match on one small map (favors Zerg rush?), one medium map, and one large map? Let players switch races in the middle of a match (this would favor players capable of playing multiple races at a high level, such a player would be more skilled than an opponent who couldn't and they should therefore enjoy a higher win rate, correct?)?
EDIT 1: Something I was trying to get at with my previous post. It may not be necessary for players to have the same tools in order to be a balanced game. If both players are of equal Skill level, and the tools available to them are different, but they still both have an equal chance of winning a Match, then the game is still balanced.
Solved games are not pointless to play. Connect 4 is solved. Kids everywhere still enjoy playing Connect 4 (though I will concede they probably enjoy it because they don't know it's solved). My point here is that when Chess is eventually solved, people will still play it and enjoy it.
nor how the game works and under what circumstances do people win.
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Koa wrote:I've been explaining why... If you need a simple analogy, this is like accomplishing a balance between how far one person can throw a spear, and how far another person can walk on their hands.
So... what you're saying is that you're going to quantify human error. Do I really need to explain this?
but also because it will not and cannot be a perfect representation of the players.
So, now you're quantifying human error for a plethora of different skills (ex marine split) over several different degrees of ability (ex league) that are also attempting to quantify human error (ex both how and why they suck). Very. Not. Objective.
And are you actually suggesting that the different leagues should have different game parameters?
How many states of the game would there be?
If you're not saying that, then you're saying that you should take the average of every skill level to balance the game, and impose those rules on everyone.
No it does not. One of my first arguments was that bots learn in a different way to humans. Humans make assumptions, humans have emotions. You cannot store a heuristic state to quantify human skill
It is 100% unique
Same problem as above, balancing for an average only balances for the average and nothing else.
Not. Ob-whatever. Are you getting the point yet?
How do you determine these things?
No, they would have to be played on the exact same map in the exact same positions (reversed for the players, same for the race). This would be balanced.
They both have an equal opportunity to win.
Then by that definition SC2 is balanced and we're arguing over nothing.
I'd also just like to add the thought that since Blizzard considers win statistics for making balance adjustments, they're effectively doing what you're suggesting that your bot would anyway, just slower.
Your bot would not provide an objective balance just like Blizzard is not
You completely missed my point... People play solved games because they themselves have not solved it.
I was saying that you would have to balance the game around the assumption that the game is solved.
Such a balance would only be balanced for the people who have solved the game for themselves, and assuming they have, they would find it pointless because they always know the answer.
To put it in simpler terms, banelings would be overpowered because marines would be balanced around the assumption that the player can perfectly split.
And to make a comparison to what that would mean in connect 4, it would something such as the lack of understanding that they can use all of the available slots, or that they can win with a diagonal pattern.
and with each post I am finding it to be more evident (i.e. not understanding what a player's lack of information fully entails).
It may also be the case that you feel you have to defend yourself rather than your argument, which is clouding your thinking.
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