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Their reaction time seemed way too fast. It was entertaining to watch though.



It's actually internationally delayed reactions to make it more fair (200ms of delay added).


Watching the match there seemed to be a crazy amount of instant Euls and what not.

I doubt a player is about to react to a blink initiation and click Euls/Hex in the same amount of time. It'd be a lot more fair for them to calibrate against the reaction time of pro-players across the same scenarios. (I doubt pros can hit 200ms consistently)


That or there's something like 200ms "windows" in which API sync occurs - so if someone Blinks next to you you can react within 1 tick (33ms) if the timing is right.


200 ms is much better than 99.99% of humans though. One specific example - one of the humans playing Axe tried to cast a spell that would taunt an enemy into attacking him. It takes 400ms to cast this. That’s not enough time for all but a handful of humans to react, but OpenAI managed it with ease. He couldn’t land the spell until he purchased an item that granted him invisibility.


>200 ms is much better than 99.99% of humans though

I think this is bit of a red herring: while that's true, OpenAI isn't competing against 99.99% of humans -- they're competing against the top 0.05% of Dota players that very likely have a much, much lower average reaction rate.

To throw numbers at it, https://www.humanbenchmark.com/tests/reactiontime/ has the top 10 people at ~110ms[1], while I (at a measly 1K MMR in Dota) can pretty easily average ~220ms (and they report human average around. I imagine pros in the scene have honed these reflexes to be far superior than the average human.

[1] Also worth noting that they discard all reactions <100ms, so we could have some <100ms prodigies that actually have faster reaction time than the 100ms reported on the scoreboard for them. (These numbers are spread over 5+ trials, so "getting lucky" is a lot less likely.)


That's what OpenAI claims, but there have been too many insta-hex/euls moments for me to believe that. Players are shift-queing blink+AoE spells and getting hexed in between the two abilities. That's way faster than a 200 ms reaction time.

I think OpenAI might have a bug with how they're adding reaction time.


Someone did an analysis on this because it seemed like insta hex the last time they played, but they were all pre-queued and the 200ms turned out to be accurate.


Yeah my guess is that perfect timing-awareness and 200ms reaction time looks a lot like 0ms reaction time. Just start the action 200ms earlier - that'll work in enough cases that you'll look like you have perfect timing.




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