QUOTE (hobgoblin @ Jan 21 2011, 11:12 AM)

http://arstechnica.com/gaming/news/2011/01...competition.arsthe more i read this the more i envisioned some kind of military assist system. Especially when they mentioned building a threat map and using that to route various units around.
But the attract/repel system for handling threat evaluation is also interesting, especially when they added a self-adjusting component (run 300+ rounds of the same enemy inside a corral and by the end if it the threat level of a type of enemy has been adjusted accordingly).
Hard problems that this doesn't solve: threat evaluation when you don't have stat tables for all combatants, computer vision, unreliable units (weapons can jam, soldiers can get distracted, etc.), or for that matter even in-game pathfinding (their technique is vulnerable to local maxima, but it just so happens that because flying units don't need to route around anything they're immune to the issue).
It's an awesome achievement, but looking at this as a "first gen tacnet basis" is like, I don't know, looking at hip replacements and pacemakers as "first gen cyberware basis"; in some sense it's
correct, but not in any useful way.
QUOTE (Udoshi @ Jan 21 2011, 12:02 PM)

How can this go to a Starcraft bot?
What? How can it not, given that it's a Starcraft AI competition?
~J