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by ctchocula
4220 days ago
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> Top play uses huge tradeoffs depending on what the progamer thinks they are facing; that would require an AI which can dynamically scout and effectively adjust its build based on what it sees. That isn't even taking tricks into account. I was thinking about that. Like what if they hired Flash to tell them everything he looks for when he scouts/scans at some time interval and then they factor them in as adjustments to build order or play using if-else statements. The possibilities are endless, but it must be a pain to test. I never got into competitive Starcraft, because spending hours to acquire the mechanical ability in doing repetitive tasks seemed a waste of time to me. Perhaps they could build a rudimentary hard-coded bot that will aid the human player in all the boring tasks in executing a build order (base maintenance, unit building) and the human player scouts/combat micros against real players. Then later on, the replay gets analyzed and is used to train the bot in the next level of adaptive play. And the process is repeated, say the human player only does combat micro now. In each level the human requirement is reduced as the AI takes over increasing responsibility. |
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Players triple and quadruple guess each other as they decide what build to use, where to place a proxy, how to scout, whether to scout, how to fake a proxy or allin, how to pretend like you're faking a proxy or allin but actually do the allin or a different proxy or allin or just do two half baked allins in a row to fake out your opponent into your real timing attack which might actually be a double fast expand while they're confused.
When you scan a player and see a tech lab on a starport, are they building banshees? Are they faking you out? Even if you've run stats on them, maybe they have a history of never building banshees, and they're using it in a key game because they know you won't expect it.
So any single action in the game has to be placed into a context. Depending on that context, a tiny factor which is irrelevant in one game can be key in another.
For me, the mechanical things are a zen thing. It's almost like a sort of meditation; your mind falls into these practiced routines, but you have to juggle all of them at the same time, choose which ones you can afford to let fall (since you can't do everything at once,) and then have your higher order tactical and strategical decisions on top of it. I haven't ever done anything else which engages my mind in the same way, and it certainly wouldn't do so without the mechanical demand you can never truly fulfill.