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StarCraft or any RTS presents new challenges that were not covered by previous games. Basic things such as the massive action space meant that the previous “tabula rasa” approach was abandoned in favor of imitation learning to get the agents off the ground. Micro and macro are meaningless if you cannot put a build or semi-cohesive game plan together; a skill we take for granted among human players. That’s where I think the real interesting parts come about: crafting build orders, reactions to other builds, and new tactics that may emerge. You can tell that this is what the researchers are trying to achieve by limiting the throughput in terms of actions per minute.



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