It was frustrating to see it do so many things well but make strange decisions otherwise
- poor warding. Some wards were simply wasted. (Wards are small, invisible, immovable units that grant vision)
- using powerful long cool down spells to earn gold instead of keeping it in reserve for fights
- not recognising that one of the lanes needed to be pushed out. Eventually this bit them in the ass.
- using buybacks where none were required
I don't know if it's still the case, but the OpenAI developers said that the reason why it sometimes wastes wards and smokes is because it doesn't know how to drop items, so it'll just use them to free up inventory space if it wants to buy something new.
I played dota for half a year not knowing you can doubleclick to switch which ward is on the top.
I always disabled joining wards, but when I forgot - I warded like openai, because I had 3 obs wards on top of a sentry and needed to put a sentry somewhere :)
The warding was interesting. It had 3 wards basically stacked on top of each other near the Roshan pit at one point. On the one hand, it apparently learned to ward areas that were of high strategic importance. On the other hand… it had 3 wards stacked on top of each other.
the poor warding isn't as big of a handicap with robots as it would be with humans
for humans, wards give you extra time to react to enemy movements and arrange ganks, check runes, etc. but the robots don't really need the reaction time bonus, and the information bonus may not be very valuable if they arent proactive about pushing and ganking.
OpenAI looked bad in the mid-game and non-competitive in the late-game. The team fight stuff is frustrating since it’s just learning perfect rotations where computers should obviously excel. Their continuing use of cool downs on creeps in the late game was baffling.
Totally agree. I was very hopeful after seeing the benchmark match, but openai definitely looked a lot more naked today. Long term (5-10 mins) looked really weak when it really mattered. It just wanted toget team fights and capitalize on it to take down objectives later.
I think I saw somewhere that they are training to consider a time frame of a minute or so, so it makes sense. But it's also slightly disappointing since these games have long term strategy when teams are evenly matched.
Mechanics and positioning looks really strong still. Decisions less so.
- poor warding. Some wards were simply wasted. (Wards are small, invisible, immovable units that grant vision) - using powerful long cool down spells to earn gold instead of keeping it in reserve for fights - not recognising that one of the lanes needed to be pushed out. Eventually this bit them in the ass. - using buybacks where none were required