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Heck yeah, thank you! It's delightful that there's a name for it, because it seems like the first people to become centaurs in their day to day lives will have a massive advantage over those that want the purity of unguided AI.

I was eagerly hoping for a video of a centaur vs centaur tournament, but there seem to be none. https://www.youtube.com/results?search_query=centaur+chess

At least, not yet. Maybe someone could do a tournament with https://www.twitch.tv/gmnaroditsky or https://www.twitch.tv/gmhikaru? Actually, the Gotham Chess guy might: https://www.youtube.com/watch?v=O1b-cuPDBZo&list=PLBRObSmbZl... He's always looking for new angles for his Youtube channel.

Centaurism isn't applicable to every situation -- Starcraft's AI kicks the butts of every pro player, because you can scale up and overwhelm your opponent. But there are often already humans in the mix, in these models. The humans are just designing the loss functions or deciding what to model, rather than using the results. So it's a "delayed" mechanical turk in that sense.

When done right, it's so effective that it feels like cheating^Wthe future: https://twitter.com/theshawwn/status/1182208124117307392

Those are some of the nicest Stylegan outputs I've ever made. (Uh, do me a favor and ignore the Zeus one...)

Each of them were crafted. The process was to start with something, and that "something" often didn't need to be anything close. For example, if the photo is an old man, but stylegan's showing a kid, you turn up the "age" slider. Do that for every feature; it felt like the character creation screen in fallout.

Amazed it isn't an app yet. Artbreeder is nice, but it's not the same -- the key component was to have Peter Baylies' (follow him! https://twitter.com/pbaylies) reverse encoder as a button you can press. Whenever the model gets too far from what you're thinking, you press it, and it morphs the face back closer to the target photo. In the process, it might distort the age slightly, or make the chin a little bigger, but it's an anchor at sea; it's why you can nail your final result, every time.

I predict Centaurism might be popularized by gamedev. It's going to be pretty neat when some studio trains an RL algorithm vs someone's heart rate. Higher heart rate = more enjoyment, lots of the time, so you'd end up with either the funnest game or the scariest game you've ever seen.

Probably a decade away from that though.




> Starcraft's AI kicks the butts of every pro player, because you can scale up and overwhelm your opponent

Nah, it's because it has superhuman mechanics. If AlphaStar didn't rely so heavily on it's mechanics it might have produced interesting insights.

Everyone in the SC2 community was hoping for that, but it didn't really happen.


Was there any Starcraft tournament where the AI was limited to 200 apm and disabled maphack?


AlphaStar doesn't have maphack. It has more APM than 200 but so do the top players (and so do I on good days btw, and I'm only in Diamond 3). It does have insane mechanics that no human can match, like pixel perfect clicks every time and incredible reaction times.

One streamer (Lowko I think) analyzed a game he played against AlphaStar where it would "macro" by going to some position where you could just see all the production structures (some by only a few pixels on the edge of the screen) and just click all the button needed for unit production in a few milliseconds.


I am aware that Nada could have 400 apm in a 30 minute game, but most of it was spam.

Those Brood War bots had 36 thousand actions per minute and mainly due to technical limitations (the game couldnt accept more). And those were "perfect" clicks - not spam.

Limiting a bot to 200 actions (or even less) makes it more comparable to human, since at some point every click becomes a resource too. Even best players have to stop macro for some (relatively short) time. While AI with 36 000 clicks per minutr is not limited by time.


I don't remember that Lowko made that video. Besatyqt made a video where AlphaStar clicked on a Barrack that was barely visible at the top of the screen, but IIRC it was only once, not a systematic trick. In my opinion, if the AlphaStar team just reduce the clickable area of the screen, it would have seam natural.




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