▲ | rowanG077 8 hours ago | ||||||||||||||||
I agree that restricting the hero pool is a huge simplification. But they did play full 5v5 standard dota with just a restricted hero pool of 17 heroes and no illusions/control units according to theverge (https://www.theverge.com/2019/4/13/18309459/openai-five-dota...). It destroyed the professionals. As an ex dota player, I don't think this is that far off from having full on, all heroes dota. Certainly not as far of as you are making it sound. And dota is one of the most complex games, I expect for example that an AI would instantly solve CS since aim is such a large part of the game. | |||||||||||||||||
▲ | Jensson 7 hours ago | parent | next [-] | ||||||||||||||||
> It destroyed the professionals. Only the first time, later when it played better players it always lost. Players learned the faults of the AI after some time in game and the AI had very bad late game so they always won later. | |||||||||||||||||
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▲ | mistercheph 8 hours ago | parent | prev [-] | ||||||||||||||||
Another issue with the approach is that the model had direct access to game data, that is simply an unfair competitive advantage in dota, and it is obvious why that advantage would be unfair in CS. It is certainly possible, but i won't be impressed by anything "playing CS" that isn't running a vision model on a display and moving a mouse, because that is the game. The game is not abstractly reacting to enemy positions and relocating the cursor, it's looking at a screen, seeing where the baddy is and then using this interface (the mouse) to get the cursor there as quickly as possible. It would be like letting an AI plot its position on the field and what action its taking during a football match and then saying "Look, The AI would have scored dozens of times in this simulation, it is the greatest soccer player in the world!" No, sorry, the game actually requires you to locomote, abstractly describing your position may be fun but it's not the game | |||||||||||||||||
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