strips

AI

automated planning

SHOW HN2015

78points
23comments
#342of 2,565 in 2015
Top 14%of 2015 by points

How HN took it

RoastedHalf or more of the comments are critical

0 positive, 5 neutral or asking, 1 mixed, 8 critical, out of 14 comments about the project. Thread score -0.39.

Idea: 0 for, 6 againstPerformance: 0 for, 2 against

The thread, comment by comment

Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.

positive neutral or mixed critical about another commenter or something else the maker

What HN said

What people liked

  • Commenters find STRIPS planning interesting and popularizing automated planning is good

    From 1 comment
    • Don't get me wrong, I find it very cool that people try to popularize STRIPS planning among programmers and that automated planning gets more known. However, please don't say…
      Iv on HN

Objections

  • Planning cannot handle Starcraft micro, fog of war, or huge action spaces

    From 3 comments
    • The problem with this type of planning is that it is not nearly powerful enough to address real problems in Starcraft (except for the given examples) because: -discreteness:…
      dmichulke on HN
    • You can plan buildings, training & simple orders (go harvest crystal). You definitely cannot plan all the micro that any fight will involve.
      rjaco31 on HN
    • For chess to be called "solved" you would need to have a winning strategy for every winnable position. The same is true for Starcraft. What this person provides is a (very…
      Iv on HN
  • Claiming to solve Starcraft is overstated

    From 2 comments
    • Don't get me wrong, I find it very cool that people try to popularize STRIPS planning among programmers and that automated planning gets more known. However, please don't say…
      Iv on HN
    • For chess to be called "solved" you would need to have a winning strategy for every winnable position. The same is true for Starcraft. What this person provides is a (very…
      Iv on HN
  • Single mining worker is unlike real play

    From 1 comment
    • usually players build multiple SCVs to speed things up. Is there a reason why there's only one mining?
      ljk on HN

Requests

  • Optimize build order for shortest time rather than fewest steps

    From 1 comment
    • I suspect it has to do with the definition of "Optimal" in this case. It has likely been defined as "least number of steps". It would be cool to see how it would play if the goal…
      ponderingH on HN

Questions

  • Why only one worker mining?

    From 1 comment
    • usually players build multiple SCVs to speed things up. Is there a reason why there's only one mining?
      ljk on HN

Alternatives named

  • SSCAI tournament

    From 1 comment
    • Yep, I keep thinking that RTS game are the one field where AI assistants would be incredibly valuable. But talking about AIs in RTS tournament, you may be interested in a…
      Iv on HN
  • Evolution Chamber genetic algorithm build orders

    From 1 comment
    • A few people have made genetic algorithm programs to calculate optimal (in terms of speed) build orders given certain conditions. Here's one I have used:…
      ericdykstra on HN
  • Hannibal HTN planner

    From 1 comment
    • Interesting. Although going over an abstract representation harms the performance in a RTS game. I finally chose Nau's HTN planner to plan entire villages in a few milliseconds.…
      noiv on HN
  • SpringRTS Lua widgets

    From 1 comment
    • SpringRTS has this. You can write and use lua plugins. To assist you with various small tasks, and add more info to the HUD. Intro: http://springrts.com/wiki/Lua_Widgets Forum:…
      im2w1l on HN

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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