- #LONGEST STARCRAFT 2 GAME UPDATE#
- #LONGEST STARCRAFT 2 GAME PATCH#
- #LONGEST STARCRAFT 2 GAME PROFESSIONAL#
#LONGEST STARCRAFT 2 GAME UPDATE#
#LONGEST STARCRAFT 2 GAME PATCH#
The StarCraft 2 5.0 patch notes are available below. The StarCraft 2 map editor update, first announced earlier this month, is major in its own right, incorporating elements taken from the Warcraft 3 editor aimed at making it easier to use overall without sacrificing "depth of customization." Highlights include the addition of map-to-map loading, which will enable multiplayer lobbies to be transitioned between new maps) making previously offline-only campaigns accessible through the StarCraft 2 Arcade), formation movement and water pathing, the creation of cliffs of up to 15 layers (they were previously limited to just three), and a new "data collection" system that enables users to "declare and group a set of data elements in a collection," which I can only assume is important for serious StarCraft 2 map makers. That's not the end of it, though, as Blizzard said players "can expect to see more in the future." “When AI bots are equipped with decision-making systems like AlphaGo, humans will never be able to win,” says Jung Han-min, a computer science and engineering professor at the University of Science and Technology in Korea.There are some smaller gameplay changes on the way too, including a "countdown to start" timer that will tick off a short countdown after the loading screen, and the ability to select a game server in custom lobbies.
#LONGEST STARCRAFT 2 GAME PROFESSIONAL#
Other experts now predict that bots will be able to vanquish professional StarCraft players once they are trained properly. In August, DeepMind and the games company Blizzard Entertainment released a long-awaited set of AI development tools compatible with StarCraft II, the version of the game that is most popular among professional players. “AlphaGo improved its competitiveness and saw progress by learning from data ,” Kim pointed out. Kim Kyung-joong, the Sejong University computer engineering professor who organized the competition, said the bots were constrained, in part, by the lack of widely available training data related to StarCraft. “The way they managed their units when they defended against my attacks was stunning at some points,” he said. Song did find the bots impressive on some level. Following AlphaGo’s lopsided victory over Lee Sedol last year, and other AI achievements in chess and Atari video games, attention shifted to whether bots could also defeat humans in real-time games such as StarCraft. Though it has not attracted as much global scrutiny as the March 2016 tournament between Alphabet’s AlphaGo bot and a human Go champion, the recent Sejong competition is significant because the AI research community considers StarCraft a particularly difficult game for bots to master. Those previous events matched AI systems against each other (rather than against humans) and were organized, in part, by the Institute of Electrical and Electronics Engineers (IEEE), a U.S.-based engineering association. The contest took place at Sejong University in Seoul, Korea, which has hosted annual StarCraft AI competitions since 2010. The other bots came from Australia, Norway, and Korea. One of the bots, dubbed “CherryPi,” was developed by Facebook’s AI research lab. That was clear on Tuesday after professional StarCraft player Song Byung-gu defeated four different bots in the first contest to pit AI systems against pros in live bouts of the game.