They had a team of 13 Berkeley AI researchers working on this bot.
I guess that's what turn-by-turn games like Advance Wars are for though.
Mutalisks are cost/power balanced around a human's ability to use them. Since AIs extract disproportionate value from them, they're likely overpowered for AI play.
The effect of AI control actually turns some aspects of game balance upside down. For example, Archons are normally considered an effective counter to Mutalisks (because of their splash damage). But AIs can exploit the Mutalisk's slightly superior range:
In human play, Scourge are usually a decent way to handle large numbers of Mutalisks. Small numbers of Mutalisks can evade Scourge, but in large numbers they're forced to trade. Not when the AI gets involved:
Here are Wraiths versus Hydras (normally a cakewalk for the Hydras):
The Berkeley bot's mutalisk micro was just too good.
Valks also cannot fire once there are too many sprites/actions going on. They may have been excluded because of that if you didnt see any.
We played against Oriol (the guy from the video linked in another reply), many times. Maybe 20. We won once. Now, keep in mind, he is a retired pro, and so he represents one of the very best players.
That said, by the end, he definitely needed to be very careful. He couldn't win any way he wanted to; he had to attack at the right time, etc.
We'll be posting a video of him against us soon. Probably the one where we won. :-) http://overmind.cs.berkeley.edu/
Is that enough to win a series against a champion of a major tournament? Is there a silicon BoxeR among us?
I think the true test of a Starcraft AI would be one with human-like restrictions. E.g., only so many actions allowed per minute, only vision of the current screen, built-in delays for actions that would tie up a human to perform, etc. Then the contest is truly more about intelligence and less about brute force.
The main issue is stracraft is pretty complex and if the computer is predictable, a human can just exploit that for easy victory. (always 6 pooling for example)
I guess that bots' micromanagement will become superior to humans, if it isn't already. A bot won't have any problem coordinating three or four battles at the same time. For humans it's quite hard to fight a multi-front war given StarCraft's UI.
Even the Insane AI in SC2 (which gets cheat advantage to minerals and gas) can be beaten 1v3 with just a 10 population protoss.
AI vs humans is rarely the standard 'Starcraft game' so much as its a puzzle game. The winning thing vs 3 insane AIs in SC2 was merely to forge-rush. Once you knew how, you could never lose to that AI again.
I'm sure the same is true of these AIs.
>While the expert player was capable of defeating the top performing bots in the competition, the results are quite encouraging.