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by emilsedgh 2854 days ago
If a team of humans made such horrible mistakes, they would never be able to compete nowhere near this level.

Is OpenAI's team-fight "so good" that compensates for these huge mistakes and allows them to compete with pro teams?

For me as a player, the team fights are quite confusing and overwhelming. The most complex part of the game.

If the OpenAI team got the teamfights covered that well, I'm pretty much sure they can improve their farming/warding techniques as well.

3 comments

Warding is a tough one. Outside of hard-coding it, how would you suggest the AI would learn the best locations for warding and de-warding? Can they surmise that an opponent's gank or quick reaction to their movement means there may be an obs ward? If so, where precisely is that?

I don't know if the OpenAI supports can play the warding mind-games, which also for me personally involve 1000+ games' experience. I see interesting wards from teammates occasionally and file them away in the memory bank. Especially "hipster wards", I like to call them, just wards that "see" the opponents but are not in the highest-probability spots like on pedestals or on ramp edges. Just throw an obs ward near a couple medium camps, for instance, and you can really gain some important intel w/o a sentry ruining your ward. Can the OpenAI team learn to do this sort of behavior?

> Can the OpenAI team learn to do this sort of behavior?

This is the core of what I want from open ai and feel like I'm not seeing. I want the AI to _reason_ that blocking the creepwave brings the equilibrium back to your tower and results in an easier lane. Not just to say "this thing works so I'll do it a lot" - but to say "if I do this then it will have this impact on the game state".

What we got was the devs specifically training models for goals like creep blocking. Which, you know, just seems a bit meh

I assume that the robots are god-level last-hitters and farmers. perfect farming efficiency is enough to beat 99% of human teams. most players struggle to get 50 last hits in the first phase of the game, nevermind actually get every single piece of eligible farm.

edit: i would also expect that the robots are deny nazis, who severely crimp the farming of anyone who opposes them in the lane.

OpenAI is significantly better than most pro players in solo middle lane early on, when playing shadowfiend vs shadowfiend

https://www.youtube.com/watch?v=5zaJ58q9vuI&vl=en

That's not really the same version of the AI that's playing 5v5 now though. The Shadowfiend 1v1 bot was near perfect at all the skills needed for that match-up, while the current bots are far worse at even some mechanical skills like last-hitting.
Yes, along with the fact that they are not really playing the same game that humans do:

- 5 invulnerable couriers per team allow for very constant poking and pushing styles as regeneration items can be ferried back and forth from the base. This favours team fighting deathball oriented strategies where you just have non-stop aggression.

- Very limited hero pool, this further compounds on the earlier issue as many good deathball team fighting heroes are on the available pool but some very common counters to this strategy are not.

Also, humans lack experience in this version of the modified "metagame" or they would likely be able to adapt. This is IMO the biggest hurdle for humans, they haven't really played this version of the game and they probably weren't exactly expecting it, the AI has trained over many "computational years", the humans have a couple of games to catch up.

They aren't playing with the courier change anymore.
Do you have a link? I would like to read the update
Unfortunately my source for this is just watching the game, I haven't seen any technical updates.