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by nindalf 2851 days ago
This 200ms restriction seems really slow, but it isn’t. It feels extremely fast, to the point where some heroes and tactics used by humans are useless or impossible. For example, one of the humans played a hero called Axe. It was literally impossible to land one of his skills because it takes 400ms to use it. I’ve seen a lot of professional Dota but I’ve never seen Axe calls being dodged so perfectly and consistently.

If this game was balanced around AI rather than humans, this game would look very different.

2 comments

200ms is a good measurement on how fast a skilled human can react with a single keypress like activating BKB or phase shift. Players like VP.Noone can be seen doing such reactionary moves even faster than 200ms. Double clicks will already take longer due to slow fingers, which would be the self eul's to avoid axe's call. The moves where eul's was used on axe or blink dagger to escape, well those require players to also move the mouse accurately, which takes even more time.

If OpenAI wishes to have human-like mechanical limitations to make things more about strategy, then they should definitely start adding some sort of action performing delays to actions based on roughly how long a skilled player would take to do them.

This made me think that on top of having a 200ms in actions perhaps the AI can use an action queue where each action will have a delay of 50 ms. This will be a good way to simulate the human latency in using fingers to send the keystrokes. So, if a the DP want to use eul, she will end up taking 200 (base latency) + 50 (first click) + 50 (2nd click) = 300 ms. Still would be able to dodge but now it is much more competitive.
The consistency is definitely a factor, but even in just the top 80th percentile it's quite common to happen.