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by teraflop
3234 days ago
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Technically you're right, but there's a real qualitative difference. Each "tick" in a game like StarCraft is on the order of tens of milliseconds. When you send out an army to attack your opponent, it's quite possible that the actual confrontation won't happen until 10,000 ticks in the future. Also, the dimensionality of the state space in a "continuous" game is orders of magnitude larger. In a game like chess or Go, you may have dozens or hundreds of moves available at each turn, but only a few of them will be "locally optimal". In StarCraft, there are many more degrees of freedom -- attack timing, positioning, formation, banking versus spending resources, and so on. A good AI will need to be able to abstract that huge state space down to something more tractable. |
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I don't think there is anything that requires super-fast response times either, so you could conceivably get ~1 frame per second and not lose much information.
Well, IIRC, there are some visual indicators that rely on blinking, but I don't think they are crucial.