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Facebook 也參戰參與 StarCraft 的 AI 測試,只是成績不太好...

Facebook 也參與了 StarCraft 的 AI 測試,不過成績不太好:「Facebook Quietly Enters StarCraft War for AI Bots, and Loses」。

不過跟 DeepMind 投入的項目不太一樣,Facebook 投入的是 StarCraft,DeepMind 投入的是 StarCraft II...

比賽有二十八組,Facebook 拿下第六名,但前三名都只是獨立愛好者:

Final results released Sunday indicate Facebook still has a way to go: CherryPi finished sixth in a field of 28; the top three bots were all made by lone, hobbyist coders.

不太像認真要玩...

星海爭霸 II 官方的 AI Workshop

Blizzard 公佈了在十一月的月初將會舉辦星海二的 AI Workshop:「Announcing the StarCraft II AI Workshop」。

On November 3 and 4, Blizzard and DeepMind will co-host the StarCraft II AI Workshop at the Hilton Anaheim hotel, next to the Anaheim Convention Center.

官方 (包括 DeepMind 團隊) 也會針對 SC2LE (Starcraft II Learning Environment) 與 SC2API (StarCraft II API) 提供交流:

Engineers and researchers from Blizzard and DeepMind will also be on-hand to meet with attendees and answers questions about the SC2LE and SC2API.

然後時間會跟 BlizzCon 2017 重疊 (目前看起來是卡到最後兩天),票是不能通用的:

While this event takes place during BlizzCon 2017, it is considered a separate event and is not part of the official BlizzCon program – therefore BlizzCon badges will not grant access to the AI workshop. However, we will be providing a limited pool of shareable BlizzCon badges that attendees of the AI workshop can use to check out BlizzCon and catch the StarCraft II Global Finals for inspiration on how to build superior AIs!

接下來應該會有不少消息出來... DeepMind 團隊的開發進度有可以跟頂尖選手競賽嗎?

DeepMind 跟 Blizzard 合作攻略 StarCraft II

DeepMind 宣佈與 Blizzard 合作,開發了 Star Craft II 的界面讓 AI 可以操作:「DeepMind and Blizzard to release StarCraft II as an AI research environment」:

Today at BlizzCon 2016 in Anaheim, California, we announced our collaboration with Blizzard Entertainment to open up StarCraft II to AI and Machine Learning researchers around the world.

這次比起圍棋更有意義的地方在於,圍棋是在完整資訊的情況下做出決策,但真實世界中經常是沒有完整的資訊就要做決策,這次的 StartCraft II 類似於這樣的環境,更接近於現實生活的情境:

StarCraft is an interesting testing environment for current AI research because it provides a useful bridge to the messiness of the real-world. The skills required for an agent to progress through the environment and play StarCraft well could ultimately transfer to real-world tasks.

另外考慮到電腦可以無限制精細操作每個單位,而人類有「操作速度」的問題,在規劃上會設限每分鐘可以操作的速度:

Computers are capable of extremely fast control, but that doesn’t necessarily demonstrate intelligence, so agents must interact with the game within limits of human dexterity in terms of “Actions Per Minute”.

來拉板凳繼續看下去...

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