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Look into success typing


Thank you for the recommendation. I think I found the paper that introduced the idea: http://www.it.uu.se/research/group/hipe/papers/succ_types.pd...

If I understand correctly, success typing rejects only programs that will lead to a type error at runtime, but allows all programs that it can't prove incorrect. I think that's an interesting idea and definitely better than no type checks at all, but I'd still like to have a type system that can prove some programs to be type safe, if possible.


I agree. Yet I want as much inference as possible as you described upthread


People have in fact talked about these things. Including the science being great, the psychology being preposterous yet entertaining, and the disco being disco.

https://arstechnica.com/science/2014/11/stuck-on-mars-with-n...


insects also reproduce to account for death, requiring food sources, which there are none of on Mars


ideally they'd train it on real keypresses rather than actions


Why would that be ideal? Wouldn't that just make ML at the strategy layer harder without doing anything to make the discoveries more valuable?


to emulate human handicaps at the interface layer. I didn't say it would be free


But why is that desirable? Why would we want to emulate the human physical handicaps in our quest to advance AI at a strategy level?


For the same reason the APM are limited: to ensure that what we are doing is really focusing on advancing strategy rather than brute mechanical skill. If I played against an AI using nothing but the rendered frames and sound of a game as input, I might not even make the stipulation on reflexes. I'd be humbled if I lost.

As it stands now, most of the games I like have bad AI. Sure, it can be fun to play a hack and slash against lots of little, dumb minions, but FPS, RTS AI these days still don't cut it as savvy opponents. Often they have inhuman perception, direct knowledge of game state, or higher starting resources, but they make abysmal decisions.

Yes, I realize these are unlikely, expensive goals and incremental progress is how things are done. I just want to know if it's possible or desirable to emulate actual human reaction time.

Do you disagree this would in principle help separate strategy from godlike reflexes?


This is not the same AI you normally face in a game. Most (all?) of those AI opponents use rules written by the game developers to make decisions and some of them simply cheat to be competitive (cough Mario Kart 64 cough).

This blog is about creating AIs that interact with the game the same way humans do, the computer plays by the same rules and has no special access to the game state beyond what the player would have. With these constraints there are no existing bots for StarCraft or StarCraft 2 that can even beat the built-in rule-based AI. They aren't even close to beating professional players.

If the strategy abilities are so weak today that we can't even beat the tutorial AI then why introduce further arbitrary handicaps on the bots? How do those handicaps advance the state of the strategy layer? The AI has many potential advantages over the human player beyond just reaction time. Should we also limit the amount of data the bot considers to emulate the amount of inputs a human player can process? What about emulating human memory, can a human really learn from 60,000+ games? What about 1.5 million?

I do not think it is desirable to emulate human limitations in AI unless you are trying to create an artificial human. I think the advantage of creating an AI is to do something people can't already do so why should we impose our physical constraints on them?

I do not think it is important to separate reflex from strategy. Since every player has a different APM ability some strategies are more valid than others for each individual. If I do not have the reflexes of a professional player there are strategies I cannot employ. As long as StarCraft is not imposing APM limits on human players to maintain competitiveness the bots should also not have a limit.


Okay, thanks. I appreciate the counterpoint. I guess I'd like to see it both ways: bots limited to human speed and bots not.


I work as lead dev on a 5 year old web app I took over from a previous dev and his team of subcontractors about a year ago. It's very helpful to see into the past when there's no way to just ask the previous dev.



This is much easier when I actually need to trawl through history to find things.


You can do both. Squash your working branch to a single commit, then rebase. That way you still get a clean view of just the changes introduced in the branch, and don't have to resolve merge conflicts every step of the rebase.


Not animations, but git-scm.com is excellent


The Native Americans of the Appalachians used to burn the brush down in the forests and otherwise cultivate the land, yes.


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