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by tester34 1860 days ago
""AI"" will probably never be good in games like Dota2, League of Legends

they're way too complex, even in above mentioned example it was 1vs1, meanwhile in general those games are 5vs5 (lol at least)

2 comments

I'm sorry but this is just incorrect - OpenAI beat the previous year's champions in a 5v5 match the year after the 1v1 debut: https://www.youtube.com/watch?v=pkGa8ICQJS8

There were restrictions / rules on the game (only a pool of 18 heroes were allowed), but they they won both games in a best of 3. You can see the progression / evolution of the training of the AI here: https://openai.com/projects/five/

It's definitely doable to train them to be good at extremely complex games like Dota / League, it's just that the resource requirements to train the engine are significant. After the bots were opened to the public, they had a 99.4% win rate against pubs, even accounting for cheese strats.

>There were restrictions / rules on the game (only a pool of 18 heroes were allowed), but they they won both games in a best of 3. You can see the progression / evolution of the training of the AI here: https://openai.com/projects/five/

In league of legends there's almost 150 heroes

not only the whole draft phase makes giant amount of possibilities if you apply combinatorics, then also in game itself, the amount of possibilities that the draft phase itself results is difficult to imagine

I didn't play much Dota, I'm LoLer, so I don't understand those limitations:

Pool of 18 heroes (Axe, Crystal Maiden, Death Prophet, Earthshaker, Gyrocopter, Lich, Lion, Necrophos, Queen of Pain, Razor, Riki, Shadow Fiend, Slark, Sniper, Sven, Tidehunter, Viper, or Witch Doctor)

No Divine Rapier, Bottle

No summons/illusions

5 invulnerable couriers, no exploiting them by scouting or tanking

No Scan

________

But good to know that I'm relatively close to being 100% wrong here, thanks.

This comment is very late, but maybe you'll see it in your threads. They discovered the pool of heroes didn't take exponential amounts of growth to increase, despite the pick possibilities moving up exponentially. That was one of the results of their blog - training each new hero was a linear increase in difficulty. They stopped at 18 because that's how many they had trained when the competition start date hit.

For the limitations, divine raiper and bottle are items with unique interactions. Divine rapier drops on death, and bottle has unique interactions with elements on the map that require interacting with the environment in a specific way.

Illusions are the same as LeBlanc's Mirror Image skill. Just copies of the hero that either deal no or limited damage, but can't cast spells. Likely they'd have to train the model to include a evaluator on the likelihood of a unit being an illusion rather than a hero.

Couriers bring items from the shop in base to your hero, so you don't have to return to shop. They are killable however, and if they are holding items when they are killed those items will be inaccessible for 3 minutes. They made them invulnerable because the bots would re-buy items that were inaccessible. Invulnerable couriers can be exploited however, thus the rule.

Scan is a global ward that only tells you whether or not someone is in the area (doesn't give you vision), and lasts 5 seconds.

It's worth mentioning that the restrictions they placed on the game were enormous, to the point that the human players were almost playing a different game.

It certainly beat OG in many aspects, but the beauty of dota is the ability to adapt in the game with different strategies, strategies which weren't possible with the restrictions.

Never is a long time (...hopefully)

Not too long ago, I think some people would have said the same about go.

the difference is that e.g lol constantly changes and you'd have to relearn significant part of game every iirc 2 weeks

also those games are waaaaaaaaay more complex than e.g chess

I guess we'd need giant advance in computational power in order to analyze hundreds of thousands of matches