In plain words: AlphaStar, the first AI to beat a pro StarCraft II player, is examined through the ideas of evolutionary computation. The analysis shows it already uses Lamarckian evolution, where learned skills are passed on, plus co-evolution and variety-seeking, tying that field to the system.
Abstract
In January 2019, DeepMind revealed AlphaStar to the world-the first artificial intelligence (AI) system to beat a professional player at the game of StarCraft II-representing a milestone in the progress of AI. AlphaStar draws on many areas of AI research, including deep learning, reinforcement learning, game theory, and evolutionary computation (EC). In this paper we analyze AlphaStar primarily through the lens of EC, presenting a new look at the system and relating it to many concepts in the field. We highlight some of its most interesting aspects-the use of Lamarckian evolution, competitive co-evolution, and quality diversity. In doing so, we hope to provide a bridge between the wider EC community and one of the most significant AI systems developed in recent times.
Kai Arulkumaran, Antoine Cully, Julian Togelius
arXiv:1902.01724 · cs.NE, cs.AI, cs.LG · submitted Feb 5, 2019 · updated Jul 14, 2019
abstract · pdf · html · Genetic and EvolutionaryComputation Conference Companion 2019
In the third group (second of the human and first post-review) of games, against a slightly modified version, the human won. I don't think it was a version modification, I think it was because the human had chance to review the computer's play and think of gaps. Maybe it's stronger than I think or can get stronger, but it looked like the first time a human got to sit down and think about it they could find significant holes in it's understanding. The games it won it mostly just crushed with superhuman micro, that's different in a one-off series than being consistently pro strength.
That's fair enough because it's a complex game but it just didn't seem as "polished/finished" as the chess/go demonstrations.