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CIG 2017 results first look

The CIG 2017 tournament results are out. So far we have a results table and a slideshow of the conference presentation with a few interesting details. I expect the full results will be out before long. Here I summarize the results table in a way that emphasizes the tight grouping of finishers 4 through 11; they all scored nearly the same. There is a wide gap between the bots with plus scores and the lower half.

placewin ratebots
175%ZZZKBot
274%tscmoo
367%PurpleWave
4-1163-57%LetaBot, UAlbertaBot, MegaBot, Overkill, CasiaBot, Ziabot, Iron, Aiur
12-2046-9%McRave, Tyr, SRBotOne, TerranUAB, Bonjwa, Bigeyes, OpprimoBot, Sling, Salsa

The format this year was straight round robin with 20 entrants, 5 maps, and 125 rounds. With 125 games for each pair of opponents, 25 games on each map, slow machine learning algorithms had some data to bite into.

3 of the 5 maps are also used on SSCAIT: Tau Cross, Andromeda, and Python. The 2 player map Hitchhiker has a short rush distance and favors cheese. But if the game does not end early, then the narrow ravine between bases and the arrangement of map blocks calls for sophisticated play. I think Hitchhiker must be a difficult map for bots. The remaining map is 3 player Alchemist, which was also used last year. Each base has 2 ramp entrances, so a bot which wants to defend at “the” ramp may go wrong.

Discussion. The sophisticated 4-pooler ZZZKBot by Chris Coxe was the top winner. I imagine that having Hitchhiker in the map pool helped it. I’m curious to see its games and find out whether it had special-case strategies for specific opponents, as it has had in the past. Tscmoo played random for the first time and placed second. These 2 usually place high. PurpleWave came in third, an outstanding performance for a new entrant. Congratulations!

The pre-tournament favorite Iron did surprisingly poorly. It must have had a bug. I don’t know the cause, but my first guess is that it suffered on one of the maps. McRave is another bot which did not perform at its peak.

The most interesting detail in the slide show is a pair of graphs showing the effect of machine learning for opponent modeling. The first graph shows the win rates of the winners ZZZKBot and Tscmoo sagging toward the end of the tournament. The second shows MegaBot and SRBotOne soaring toward the end and says that they were the top scorers in the final rounds 120-125. In other words, if the tournament had continued long enough, the winners would have been completely different. One the one hand, this shows the power of machine leaning; on the other hand, it shows the slowness, because the long tournament was not long enough. In Steamhammer, I would like both fast adaptation and slow adaptation. The middlegame use of fast adaptation is almost working now, and I intend to use the same mechanism in a different way for opening selection. But there will be no time to add slow adaptation to fine-tune as more games accumulate.

I think that UAlbertaBot and Overkill were the 2015 versions. UAlbertaBot presumably had learning turned off. Those 2 and OpprimoBot have been constant for a while and can serve as benchmarks to judge progress. (AIUR is not as constant a benchmark because it has learning turned on.) In AIIDE 2015, the top finishers in order were Tscmoo, ZZZKBot, Overkill, UAlbertaBot. So in 2 years, former top bots have receded into the pack of above-average scorers.

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McRave on :

Congrats to the winners! I definitely thought tscmoo was going to take first. About McRave; I submitted a very bugged version and got disappointing results as expected. For example the bugs present in the CIG submission weren't fully fixed until August 8th. I shouldn't have touched all my micro and combat simulation so close to the deadline. Sorry to disappoint!

Jay Scott on :

Well, Overkill presumably had learning turned on too, but we know that AIUR learns more.

PurpleWaveJadien on :

Along with me, tscmoo (listed as a counter-example!), Tyr, and supposedly Casia as well. I don't think the graph tells the story they want to tell.

PurpleWaveJadien on :

By the way, I'd like to give a lot of thanks to jaj22 and Antiga. jaj has helped me figure out a ton of Brood War engine quirks. Antiga helped a ton with strategy. My PvZ especially is way better off for his help.

Igor Dimitrijevic on :

Map issues, yes.

- Hitchhiker has overlapping Neutrals, which BWEM doesn't not handle at the moment.
- Iron's strat vs Protoss and Zerg requires the main to have only one entrance, which is not the case in Alchemist.

So basicaly Iron really played ~7 games out of 10.
I'm quite satisfied with the results.

MicroDK on :

I wonder why ZZKbot and tscmoo had fewer wins towards the end of the tournament? Did they learn something wrong during the tournament or was it a consequence of the way the the tournament was played out eg. the map rotation or order of players?

Jay Scott on :

We may learn more when the full results are released. As I understand it, the tournament software is designed so that the order of players does not matter (bots only get access to their new findings after a complete round on one map is over). And with so many games on each map, map order should not be important. Bots that fell off should be not learning, mislearning, or else outlearned by other bots. Tscmoo was playing random, which makes learning less effective (if it was turned on) because you have to model the opponent separately for each matchup.

Nick on :

The top result for ZZZ was unexpected for me. It seems zerg bots have some inspiration after the long period of domination by iron and krasi0. Although I thing they will face difficulties again once terran bots learn double turrets built on the right time and right place.

Marian on :

Nice tournament.
The map choice needs to be better next time though.
Many maps have been discarted over the years because of balance issues.
Check here why fighting spirit and tau cross are really good maps:
http://www.teamliquid.net/tlpd/korean/maps/3_Tau_Cross
http://www.teamliquid.net/tlpd/korean/maps/237_Fighting_Spirit

Jay Scott on :

I agree that 5 maps are not enough and some of the map choices are questionable. I wrote a series of posts about map balance last September, and concluded that balance for bots is unrelated to balance for humans. For example, Alchemist is Z>>P in pro play, but in CIG 2016 it was slightly P>Z. The “comparing pro and bot balance” post has a scatter chart. Bots have so little skill in exploiting map features, and vary from each other so unpredictably, that I think the main idea for a tournament should be to pick enough maps that they’re likely to average out to average balance.

PurpleWaveJadien on :

I think CIG intentionally selects maps with unusual features for their map pool. It does help differentiate them from AIIDE. If anything, I think they might do better to make the map pool even more feature-rich, because it would further incentivize authors to have their bots reason about terrain rather than rely on default assumptions.

Jay Scott on :

I agree about map choice! Use it to push bots to improve. See the post http://satirist.org/ai/starcraft/blog/archives/101-tournament-map-selection-as-a-prod.html

PurpleWaveJadien on :

I like your suggestions! Outsider fits into that category as well -- reasonable for two bots that don't understand islands, but known to produce quality games among humans who do.

Jay Scott on :

Outsider is an excellent idea. Of the AIIDE maps, which are the same as last year, Andromeda has islands and Fortress has island-like expansions, and the 3 2-player maps all have map blocks using minerals or neutral buildings. That’s half the maps in the tournament, and yet it has not been a strong enough prod.

Marian on :

Agreed.
Many bots have their macro and individual unit micro almost on pro level, while the decision making both in production and combat are below iccup D-.

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