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> there doesn't seem to be any talk of using "AI" (ie Neural Net stuff) for planning and strategy

AlphaStar: excuse me??

People write that these games have predefined rules, as opposed to real-life scenarios.

Such people have probably never actually played Starcraft or any other similar games. Sure, the rules of how much damage each unit does, etc. - are fixed. (Actually not even they are fixed throughout the months, and a good player needs to be able to adapt to changes). But what the actual games end up being rarely depends on these rules directly.

What happens instead is a meta-game that is created between you and your opponent where you have to read their strategy and come up with creative ways to deal with it.

In fact in real life the situation is similar: the laws of physics are also always the same, the stats of airplanes are also the same for most of a given year, how much damage can it do, which angles of attack it can support, its speed etc. But it's the combination of these rules in real life situation that makes for the real meta-game.

AlphaStar is absolutely an example of an AI that deals with this exact problem.

PS. Sometimes I see how in the future when we create human-capable AI, these people will still say "but it's just statistics, it's not real intelligence, it's just advanced SVMs". Who cares about what the underlying primitives are? 2+2 does not equal 4 in complex systems like this, it's the emergent endogenous effects that produce all the bang. I don't care if it's all 1s and 0s, or some other small statistical primitive that you could reduce everything to: what's importan is the high-level computation and what it can achieve.



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