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Computers That Crush Humans at Games Might Have Met Their Match: ‘StarCraft’

Artificial intelligence has conquered complex games, but to win this one, machines need to figure out how to lie

In the popular real-time strategy game StarCraft, players use subterfuge and guile to defeat their enemies. Artificial intelligence experts think the game could be the next big target for a man-versus-machine contest. Photo: Korea e-Sports Association.

SEOUL—Humanity has fallen to artificial intelligence in checkers, chess, and, last month, Go, the complex ancient Chinese board game.

But some of the world’s biggest nerds are confident that machines will meet their Waterloo on the pixelated battlefields of the computer strategy game StarCraft.

A key reason: Unlike machines, humans are good at lying.

Dark Templar
Dark Templar

StarCraft, created in 1998, is one of the world’s most popular computer game franchises. It pits three races against one another: the humanlike Terrans, the slimy insectoid Zerg and a mystical race with psionic powers called the Protoss.

Players pick a race and then use its units—spacecraft with cloaking abilities or little creatures that can burrow in the soil, for example—to exterminate their opponents and capture their headquarters. Unlike chess or Go, players don’t take turns making their moves. Everything happens at once.

The intricacies of the game and the endless permutations of possible strategies have made StarCraft, in the minds of many artificial intelligence experts, the obvious next target for man-machine contests.

Demis Hassabis, creator of the artificial-intelligence program that defeated Go grandmaster Lee Se-dol in the recent closely watched match in Seoul, has long eyed StarCraft as a possible challenge for his AI company DeepMind, which Alphabet Inc.’s Google acquired two years ago.

In 2011, Mr. Hassabis called StarCraft “the next step up” from abstract games like Go, and last month named it as a potential next target for his AI researchers, which include a former pro StarCraft gamer.

Michael Morhaime, co-founder and president of StarCraft creator Blizzard Entertainment, says he has reached out to Google after the man-machine Go match, but Google says it is still weighing a number of possible platforms for its AI tests.

“We would love to be a milestone on that advance of artificial intelligence, from chess to Go and then us,” Mr. Morhaime said.

Facebook Inc. FB -2.54 % and  Microsoft Corp. MSFT -7.17 % also have employees working on StarCraft AI projects, but both companies say they are currently small-scale ventures. Microsoft says it is also working on using AI to crack the videogame Minecraft and a variation of Texas Hold ’em Poker. Facebook is working on a Go AI program.

Fans watch a StarCraft tournament in Seoul in September. Videogame competitions, known as e-Sports, are popular in South Korea.
Fans watch a StarCraft tournament in Seoul in September. Videogame competitions, known as e-Sports, are popular in South Korea. Photo: SeongJoon Cho/Bloomberg News

In addition to its complexity, the most appealing aspect of StarCraft for AI developers is the element of uncertainty: Unlike games like chess and Go where both players can see the entire board at once, StarCraft players can’t. Players must send out units to explore the map and locate their opponent.

The lack of visibility means that computers can’t simply calculate all the possible moves their opponent might make, and elevates bluffing as a key strategy employed by the world’s top StarCraft pros.

An advanced human player might, for example, feign weakness on one side of the playing field while mustering a pack of mutalisks—fire-breathing dragon-like creatures—on the other side of the board.

“Giving false information or false cues is a very advanced strategy, so it would be amazing to see a computer try to do that,” says Mr. Morhaime, the Blizzard co-founder.

Eugene Kim, a 22-year-old professional StarCraft gamer in South Korea considered the world’s top human player, says bluffing is a critical skill to succeed at the top levels of the game.

Mr. Kim is skeptical that AI is anywhere near challenging mankind. “In order for a computer to win, it needs to learn how to lie,” he says.

Cho Man-soo, secretary-general of the Korea e-Sports Association, describes StarCraft as “all about bluffing.”

“It’s going to be hard for AI to bluff or to trick a human player,” he says.

Some believe machines will eventually prevail, once they are programmed to figure out their version of lying.

What humans call bluffing, the computer simply considers another possible strategy among many, says University of Alberta computer scientist David Churchill.

“When the AI finds that the only way to win is to show strength, it will do that,” Mr. Churchill says. “If you want to call that bluffing, then the AI is capable of bluffing, but there’s no machismo behind it.”

Mr. Churchill has been running an annual StarCraft AI challenge for the past five years. The competition pits AI programs developed by different teams of Ph.D.s against one another to sharpen their skills, before taking on top-ranked human players.

So far, it hasn’t even been close. As it turns out, the AI isn’t quite as good as humans at executing time-tested maneuvers like the mutalisk rush (dispatching a flock of the flying dragon-like creatures at enemy headquarters) or dark templar drops (using a flying shuttle to deposit a cloaked warp-blade-armed warrior near enemy worker drones).

Other AI developers are still far from the point where their programs might be able to trick a human opponent. For now, some programmers are still trying to work out more basic kinks, like one in which units appear to dance back and forth on the map as the algorithm struggles to stick to one coherent strategy.

Few know StarCraft as deeply as South Koreans, where the game has been dubbed the national sport because of its popularity. StarCraft and other competitive computer games have been recognized as sports by the country’s national Olympic committee.

Young pro gamers are feted like rock stars, with devoted fanbases and endorsement deals. Cable-TV channels broadcast games between top-ranked StarCraft masters, while tournaments can fill arenas with screaming fans and live commentators.

A member of a professional videogame team plays StarCraft during a daily practice session at a training center in Seoul.
A member of a professional videogame team plays StarCraft during a daily practice session at a training center in Seoul. Photo: SeongJoon Cho/Bloomberg News

Using a mouse and keyboard, the world’s top players can issue 500 or more commands a minute. In last year’s global StarCraft tournament, held in Anaheim, Calif., 15 of the 16 finalists were from South Korea.

But the humans’ reign at StarCraft is threatened by the machines, Mr. Churchill says.

“In the past we have seen the human world champions of checkers, chess, and Go say that they will not be defeated by computers, and each time they were wrong,” he says. “It would be foolish to assume that StarCraft, even though it is a much more complex game, is any different.”

Write to Jonathan Cheng at jonathan.cheng@wsj.com

13 comments
Pamela Donlan
Pamela Donlan subscriber

OK, in order to solve the dancing units, they will have to pool longer term strategies (say 5-10 seconds) and make a choice...then stick with it until a new medium term strategy is developed. 


Once they figure out how to do that, then they can extend the envelope of potential strategies, and fork on two--one being a bluff, the other being the real plan. 


Not hard...so they are setting us up with a problem they already have a solution for (but not an implementation).  They probably have a few papers that will be promising. 


Once you have a battle strategy that has a positive kill ratio against the best humans, you are 99% there, because comp will have perfect resource and base management.


Tandem human team should be the real test, since the comp is basically cheating--the algorithm for the base management will basically be a mechanism rather than any kind of generic intelligence--just like they cheated in chess with the lookup tables--the intelligence has to be generic to be legit.

Jamilla Graves
Jamilla Graves user

@Pamela Donlan - I wonder if having artificial intelligences play StarCraft using its famous cheat codes would help computers improve in legitimate game play.

James Mitchell
James Mitchell subscriber

Good points about combat vs. resource management. IMHO, this points at what would be the strongest team: an AI running the "formulaic" resources teamed with a human doing the "creative" combat.

I recall reading that AI/human teams are already playing in chess along these lines... The AI is there to keep the human from making a horrible mistake or missing an option, but the human is making the fuzzy choices about strategy.

So we could read this as an "AI vs. human" story, but I think the real trend is towards "AI & human"

Gerald Wilhelmy III
Gerald Wilhelmy III subscriber

(voice of 'The Office' boss) Um, yeah, research says we have to create a better AI, so we need to program in some of the worst qualities of humanity, you think you can do that on a Saturday?

B K
B K subscriber

In last year’s global StarCraft tournament, held in Anaheim, Calif., 15 of the 16 quarterfinalists were from South Korea.

---

In the quarterfinals of a single-elimination tournament, there are 8 competitors.

David Kithcart
David Kithcart subscriber

What about that other game in which lying is a great tactic  ............ Poker?

Kyle Waters
Kyle Waters subscriber

Computers have little chance when you can mix the bet size up. They will do very well in limit poker where the number of ways to play a hand is limited.

Nikita LU
Nikita LU user

@Kyle Waters I have heard it before, all human players say that. That was also said about GO, too complex for computers. The deep learning techniques employed by AlphaGo do not rely on brute force to calculate all possible outcomes and select the best one. If they manage to master StarCraft, the tools to beat humans at poker will already be in the tool box. Poker is an easier challenge that StarCraft actually, because a computer knows all knowable information at any given time. It is much less dynamic.

Steven Chen
Steven Chen subscriber

as a human player, I am totally biased ..

Anshuman Mishra
Anshuman Mishra subscriber

"But the humans’ reign at StarCraft is threatened by the machines, Mr. Churchill says."


We shall fight them on the beaches, we shall fight them in the streets.


Jamilla Graves
Jamilla Graves user

Bravo!  An article about my favorite game.


StarCraft has plenty of bang bang shoot-em up.  But, it is mainly a game of strategy.  In some ways, Starcraft is more like a series of sci-fi novels than a game - a seemingly inexhaustible supply of plots within plots that could people a million stories.  


There are races from different planets who excel at different things.  Within and across them, are personalities, large and small, who can make decisions, large and small, that determine the outcomes of acts.  All of this is just as important as the weapons.


The uncertainty about the map is called 'the fog of war.'  Only after a piece has entered a part of the map does the area  become visible.   Making assumptions about what is occurring with the enemy  is always an uncertain matter.  


StarCraft players improve by developing  an understanding of what the possibilities are and planning for several  of them simultaneously.

Miles Collins
Miles Collins subscriber

I was a big Star Craft fan growing up. This article reminded me of an argument I had with my dad about "the ultimate game of strategy" 15 or so years ago. His position was that it was Chess, my position was that it was Star Craft. Thanks for the article -- now I can forward this as further evidence for my argument. 

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