An A.I. has beat humans at yet another of our own games

#artificialintelligence 

Many real-world applications require artificial agents to compete and coordinate with other agents in complex environments. As a stepping stone to this goal, the domain of StarCraft has emerged by consensus as an important challenge for artificial intelligence research, owing to its iconic and enduring status among the most difficult professional esports and its relevance to the real world in terms of its raw complexity and multiagent challenges. Over the course of a decade and numerous competitions 1–3, the best results have been made possible by hand-crafting major elements of the system, simplifying important aspects of the game, or using superhuman capabilities 4. Even with these modifications, no previous system has come close to rivalling the skill of top players in the full game. We chose to address the challenge of StarCraft using general purpose learning methods that are in principle applicable to other complex domains: a multi-agent reinforcement learning algorithm that uses data from both human and agent games within a diverse league of continually adapting strategies and counterstrategies, each represented by deep neural networks5,6. We evaluated our agent, AlphaStar, in the full game of StarCraft II, through a series of online games against human players. AlphaStar was rated at Grandmaster level for all three StarCraft races and above 99.8% of officially ranked human players.

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