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by WhompingWindows 2861 days ago
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?

1 comments

> 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