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Tbh starcraft and dota shouldn’t really be the test games atm; turn based strategies (or rather, grand strategies) would be the far more appropriate evolution after chess and go, since we’re clearly more interested in AI macro than micro, and too much of its learning process is in trying to push the AI beyond micro-oriented thinking (probably many rounds of the AI tournament are lost simply because one AI found a new micro strategy to abuse)

But ofc, there’s no tbs or grand strategy currently out there with a real tournament scene, so you can’t really count on the devs implementing an AI-API, or even properly balanced / bug-free (far more user-testing goes into sc2/dota2 than say civ, simply by virtue of its playerbase).



Yes but a turn based game drastically reduces the action space compared to a real time game, something the DeepMind folks pointed out as a particularly interesting problem they wanted to tackle.


>a turn based game drastically reduces the action space compared to a real time game,

That's the primary benefit imo. The bigger action space is largely composed of non-strategic elements, at least in the sense of long-term strategies, eg micro and mini-skirmish tactics, that I don't think are as interesting. Ofc its clearly a conflict of interest, but my feeling was the most interesting aspect of Go/Chess is the AI making unintuitive discoveries that benefit the long-term. The human-collective machine is pretty good on its own at finding the shorter-term strategies; I don't think AI will make much significant impact in that space.

games as a medium to study upcoming real-world applications (eg cars), RTS makes sense; but as a medium to study AI beating humans, TBS is more appropriate (their ability to explore large search-spaces is far more interesting/potentially impactful). Studying both would be ideal ofc, but in a pick-one situation, TBS is better imo. But only RTS are even really viable atm, which is disappointing.




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