| A lot of people here seem to be underestimating the difficulty of this problem. There are several incorrect comments saying that in SC1 AIs have already been able to beat professionals - right now they are nowhere near that level. Go is a discrete game where the game state is 100% known at all times. Starcraft is a continuous game and the game state is not 100% known at any given time. This alone makes it a much harder problem than go. Not to mention that the game itself is more complex, in the sense that go, despite being a very hard game for humans to master, is composed of a few very simple and well defined rules. Starcraft is much more open-ended, has many more rules, and as a result its much harder to build a representation of game state that is conducive to effective deep learning. I do think that eventually we will get an AI that can beat humans, but it will be a non-trivial problem to solve, and it may take some time to get there. I think a big component is not really machine learning but more related to how to represent state at any given time, which will necessarily involve a lot of human-tweaking of distilling down what really are the important things that influence winning. |
I agreed with everything you said until here. Developing good representations of state is precisely what today's machine learning is so good at. This is the key contribution of deep learning.
You seem to be supposing that a human expert is going to be carefully designing a set of variables to track, and in doing so conveying what features of the input to pay attention to and what can be ignored. Presumably the ML can then handle figuring out the optimal action to take in response to those variables.
I think it's much more likely to be the other way around. ML is really good at taking high dimensional input with lots of noise and figuring out to map that to meaningful (to it, if not to us) high-level variables. In other words, modern AI is good at perception.
What it's significantly less good at compared to humans is what might formally be called the policy problem. Given high level variables that describe the situation, what's the best course of action? This involves planning. We think of it in terms of breaking the problem into sub-objectives, considering possible courses of action, decomposing a high level plan into a sequence of directly executable actions, etc. AIs might "think" of this problem in different terms than these, but it seems like it still has to do this kind of work if it is going to have a chance to succeed.
We don't have obvious ways to model this part of the problem. For the perception/representation building problem, I can almost guarantee the solution is going to be a ConvNet to process individual frames combined with a recurrent layer to track state over time. On the other hand, I'm seeing some plausible solutions to the policy problem emerging in the literature, but it's still very much an open question what will emerge as the go-to. In AlphaGo, this part of the problem is where they brought in non-ML algorithmic solutions like Monte Carlo tree search, and one of the reasons StarCraft is interesting compared to Go is that those algorithmic solutions are harder to apply.