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AIIDE 2017 what AIUR learned

Here is what AIUR learned about each opponent over the course of the tournament. I did this mostly because it’s easy; I already had the script from last year. But it’s also informative—AIUR’s reactions tell us how each bot played, and may tell bot authors what they need to work on.

The data is generated from files in AIUR’s final read directory. AIUR recorded 111 games against some opponents even though the tournament officially ran for 110 rounds; that is presumably because the tournament did run longer but was cut back to a multiple of 10 rounds for fairness (since there are 10 maps). On the other hand, AIUR’s total game count according to itself is 2938 and according to the tournament results is 2965, so it may have been unable to record some games (it is listed with 53 crashes, so that’s not a surprise). First an overall view, totalling the data for all opponents. We can see that all 6 of AIUR’s strategies (“moods” it calls them) were widely valuable: Every strategy has win rate over 50% on some map size. AIUR’s overall win rate in the tournament was 50.46%.

overall234total
 nwinsnwinsnwinsnwins
cheese15955%5937%16144%37947%
rush13466%8755%18550%40656%
aggressive10756%10843%15530%37041%
fast expo6945%8433%19751%35046%
macro4628%6952%21137%32639%
defensive35260%18558%57055%110757%
total86757%59249%147948%293850%
  • 2, 3, 4 - map size, the number of starting positions
  • n - games recorded
  • wins - winning percentage over those games
  • cheese - cannon rush
  • rush - dark templar rush
  • aggressive - fast 4 zealot drop
  • fast expo - nexus first
  • macro - aim for a strong middle game army
  • defensive - be safe against rushes (not entirely successful)
#1 zzzkbot234total
 nwinsnwinsnwinsnwins
cheese1612%10%40%2110%
rush50%10%10%70%
aggressive30%10%50%90%
fast expo40%10%50%100%
macro30%20%30%80%
defensive30%1631%3724%5625%
total346%2223%5516%11114%

AIUR struggled against the tournament leader but was not entirely helpless. Its cannon rush had a chance on 2 player maps and its anti-rush strategy on the others. We see how AIUR gains by taking the map size into account.

#2 purplewave234total
 nwinsnwinsnwinsnwins
cheese10%10%20%40%
rush2879%333%4055%7163%
aggressive10%333%10%520%
fast expo10%1136%1060%2245%
macro10%20%10%40%
defensive10%10%10%30%
total3367%2129%5551%10951%

AIUR upset #2 PurpleWave, a surprising outcome. The DT rush and the fast expand were both somewhat successful—rather unrelated strategies.

#3 iron234total
 nwinsnwinsnwinsnwins
cheese50%10%70%130%
rush50%20%70%140%
aggressive30%20%120%170%
fast expo80%147%90%313%
macro60%10%100%170%
defensive50%20%100%170%
total320%225%550%1091%

Learning can’t help if nothing you try wins....

#4 cpac234total
 nwinsnwinsnwinsnwins
cheese10%10%10%30%
rush40%00%20%60%
aggressive20%10%10%40%
fast expo10%10%10%30%
macro20%333%20%714%
defensive2438%1669%4850%8850%
total3426%2255%5544%11141%

Cpac was configured to play 5 pool against AIUR. It worked, but AIUR was able to compensate to an extent by playing its anti-rush build.

#5 microwave234total
 nwinsnwinsnwinsnwins
cheese20%20%40%80%
rush10%10%40%60%
aggressive2020%1513%110%4613%
fast expo10%20%60%90%
macro10%10%40%60%
defensive10%10%2612%2811%
total2615%229%555%1039%

Microwave was successful but showed a little vulnerability to surprise zealots dropped in its main. I suspect it’s a tactical reaction issue.

#6 cherrypi234total
 nwinsnwinsnwinsnwins
cheese10%10%10%30%
rush10%10%10%30%
aggressive20%20%10%50%
fast expo20%10%10%40%
macro20%10%911%128%
defensive264%1612%4212%8410%
total343%229%5511%1118%


#7 mcrave234total
 nwinsnwinsnwinsnwins
cheese26100%560%4562%7675%
rush367%967%450%1662%
aggressive10%450%10%633%
fast expo10%250%250%540%
macro10%10%10%30%
defensive10%10%20%40%
total3385%2255%5556%11065%

AIUR upset McRave with its cannon rush, and the dark templar rush did well too. AIUR executes the best cannon rush of any bot, in my opinion. It is a sign that McRave’s play was not robust enough against tricks.

#8 arrakhammer234total
 nwinsnwinsnwinsnwins
cheese20%20%30%70%
rush10%10%40%60%
aggressive10%560%30%933%
fast expo10%10%20%40%
macro00%1250%3837%5040%
defensive2966%10%425%3459%
total3456%2241%5428%11039%


#9 tyr234total
 nwinsnwinsnwinsnwins
cheese667%10%10%850%
rush20100%10%20%2387%
aggressive333%1020%10%1421%
fast expo10%729%4935%5733%
macro10%10%10%30%
defensive250%20%10%520%
total3379%2218%5531%11043%

The DT rush won 100% of the time on 2 player maps and was tried only a few times on larger maps, losing. Was it only unlucky on the 3 and 4 player maps, or is there a real difference? With only 3 games total, we can’t tell from the numbers. It is a weakness of AIUR’s learning: It’s slow because there is so much to learn. The flip side of the slowness is that, over a long tournament, it learns a lot.

#10 steamhammer234total
 nwinsnwinsnwinsnwins
cheese20%10%10%40%
rush250%10%20%520%
aggressive10%10%10%30%
fast expo10%10%10%30%
macro00%10%10%20%
defensive2781%1788%4967%9375%
total3370%2268%5560%11065%

I was surprised to see Steamhammer upset by AIUR. I had thought that AIUR was a solved problem. On SSCAIT too, Steamhammer started to show losses against AIUR in September for the first time in months. I may have introduced a weakness in some recent version and AIUR’s learning took that long to find it on SSCAIT. In AIIDE, the tournament was easily long enough.

#11 ailien234total
 nwinsnwinsnwinsnwins
cheese10%10%10%30%
rush30%10%20%60%
aggressive10%20%10%40%
fast expo10%250%00%333%
macro450%875%10%1362%
defensive2458%888%4937%8148%
total3447%2264%5433%11044%


#12 letabot234total
 nwinsnwinsnwinsnwins
cheese743%10%20%1030%
rush333%1354%4340%5942%
aggressive540%10%10%729%
fast expo1346%333%10%1741%
macro10%10%633%825%
defensive10%333%10%520%
total3040%2241%5435%10638%

I suspect that fast expo was the best strategy on 4 player maps, but how was AIUR to know? A weakness of AIUR’s epsilon-greedy learning, compared to UCB, is that it doesn’t realize that a less-explored option is more likely to be misevaluated.

#13 ximp234total
 nwinsnwinsnwinsnwins
cheese3435%00%10%3534%
rush00%00%10%10%
aggressive00%138%522%653%
fast expo00%90%00%90%
macro00%00%10%10%
defensive00%00%00%00%
total3435%225%552%11113%


#14 ualbertabot234total
 nwinsnwinsnwinsnwins
cheese00%00%1100%1100%
rush00%00%00%00%
aggressive00%00%1100%1100%
fast expo00%00%00%00%
macro00%00%00%00%
defensive3432%215%5227%10724%
total3432%215%5430%10926%

What’s up with all those zeroes? AIUR is coded to try each strategy once before it starts making decisions, and that did not happen here. It turns out that AIUR has pre-learned data for Skynet, XIMP, and UAlbertaBot, so its learning in those cases looks different.

#16 icebot234total
 nwinsnwinsnwinsnwins
cheese10%20%10%40%
rush10%250%333%633%
aggressive3100%367%450%1070%
fast expo14100%367%4493%6193%
macro475%250%10%757%
defensive989%1080%250%2181%
total3288%2264%5582%10980%


#17 skynet234total
 nwinsnwinsnwinsnwins
cheese1392%00%00%1392%
rush2195%2190%5188%9390%
aggressive00%00%00%00%
fast expo00%1100%00%1100%
macro00%00%00%00%
defensive00%00%450%450%
total3494%2291%5585%11189%


#18 killall234total
 nwinsnwinsnwinsnwins
cheese10%30%10%50%
rush10%20%10%40%
aggressive10%20%10%40%
fast expo10%30%10%50%
macro00%20%250%425%
defensive3080%1070%4976%8976%
total3471%2232%5569%11162%


#19 megabot234total
 nwinsnwinsnwinsnwins
cheese367%10%20%633%
rush20%1436%50%2124%
aggressive667%425%40%1436%
fast expo250%10%40%714%
macro10%10%3625%3824%
defensive1776%10%20%2065%
total3165%2227%5317%10633%


#20 xelnaga234total
 nwinsnwinsnwinsnwins
cheese9100%683%10%1688%
rush19100%475%10%2492%
aggressive10%333%10%520%
fast expo10%475%10%650%
macro20%250%5036%5435%
defensive250%367%10%650%
total3485%2268%5533%11156%

Against Xelnaga, AIUR found solutions on 2 and 3 player maps but not on 4 player maps. Is it another case of underexploration?

#21 overkill234total
 nwinsnwinsnwinsnwins
cheese10%10%367%540%
rush250%00%00%250%
aggressive8100%4100%786%1995%
fast expo367%3100%7100%1392%
macro475%367%1292%1984%
defensive1493%11100%2696%5196%
total3284%2291%5593%10990%


#22 juno234total
 nwinsnwinsnwinsnwins
cheese50%1436%3315%5219%
rush30%10%10%50%
aggressive20%10%20%50%
fast expo20%10%1612%1911%
macro10%10%10%30%
defensive1921%425%20%2520%
total3212%2227%5513%10916%

Juno’s cannon contain upset AIUR. Learning didn’t help much, because the problem wasn’t in any of the strategies, it was in AIUR’s poor reactions to cannons appearing in front of its base. It is amusing to watch 2 bots cannon each other when sometimes both get cannons up.

#23 garmbot234total
 nwinsnwinsnwinsnwins
cheese10%10%10%30%
rush250%10%00%333%
aggressive1794%17100%367%3795%
fast expo00%10%2383%2479%
macro00%10%10%20%
defensive580%10%2781%3379%
total2584%2277%5578%10279%


#24 myscbot234total
 nwinsnwinsnwinsnwins
cheese10%10%250%425%
rush20%367%250%743%
aggressive333%2100%978%1471%
fast expo10%250%10%425%
macro450%4100%367%1173%
defensive2361%10100%3879%7176%
total3450%2286%5575%11169%


#25 hannesbredberg234total
 nwinsnwinsnwinsnwins
cheese580%3100%367%1182%
rush250%3100%250%771%
aggressive250%250%20%633%
fast expo8100%3100%989%2095%
macro250%4100%1191%1788%
defensive15100%7100%28100%50100%
total3488%2295%5589%11190%


#26 sling234total
 nwinsnwinsnwinsnwins
cheese250%10%333%633%
rush250%00%10%333%
aggressive12100%00%2396%3597%
fast expo10%5100%10%771%
macro367%580%1275%2075%
defensive580%11100%1580%3187%
total2580%2291%5580%10282%

Here is another possible case of insufficient exploration. The 4 zealot drop won 100% of the time on 2 player maps and 96% of the time on 4 player maps, but was never tried on 3 player maps (I guess due to a crash, since AIUR tries to play each strategy once). It’s not a severe problem, though, because 3 player maps did have 2 strategies that scored 100%.

#27 forcebot234total
 nwinsnwinsnwinsnwins
cheese10%10%10%30%
rush00%10%10%20%
aggressive367%20%10%633%
fast expo00%10%10%20%
macro00%978%367%1275%
defensive29100%875%4894%8594%
total3394%2259%5585%11083%


#28 ziabot234total
 nwinsnwinsnwinsnwins
cheese12100%786%3686%5589%
rush10%1100%475%667%
aggressive6100%888%683%2090%
fast expo10%10%20%40%
macro30%10%10%50%
defensive667%475%683%1675%
total2976%2277%5580%10678%

Next: AILien’s learning.

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Comments

DanG on :

Fantastic breakdown. I also overlooked AIUR in my testing. It turned out we had a bit of rock-paper-scissors in our strategy selection. His DT rush eschews any units at all and thus gets the DT out maybe 30 seconds faster. That approach is indefensible versus any early zealot pressure. But my DT rush doesn't attack until DTs come out, since it won't have the units to punish any "reasonable" build, and is supposed to throw up cannons for the mirror match, but the placement was bugged and they'd often be too late for his fast DT anyhow. So I'd switch to my 3 Gate Robo, which reliably beats the DT rush with a very fast Observer, but doesn't gain any meaningful advantages against other builds, and collapsed under AIUR's two base timing attack off fast expansion. I didn't test against AIUR and didn't consider my robustness against "unreasonable" build orders. It's often said that PvP is a contest of trying to cheat in as many ways as possible -- skipping Observers, skipping Gateways, or delaying Reavers for a faster expansion -- and hoping you never have to pay the bill. My limited PvP strategy selection was all "fair" builds, expecting that I could win on execution, but I paid the price against AIUR. Valuable, costly lessons.

Jay Scott on :

Nice analysis. Not cutting enough corners!

PurpleWaveJadien on :

All due credit, of course, to Florian and AIUR for having a creative and diverse pool of strategies!

krasi0 on :

Indeed! I wish he'd get back to working on his promising bot!

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