When artificial intelligence first stepped into the gaming field, it did not have a smooth journey.
Before this company developed Origin, they also developed another artificial intelligence that wanted to step into the RTS field. In the end, they were completely defeated by human players.
Of course, the main reason for choosing the RTS field as their main direction was because of the game genre.
In the current market, only RTS games could allow humans to have a fair fight with artificial intelligence.
For example, in FPS games, no matter how hard humans tried, they could not beat cheats. In casual puzzle games, humans also had no chance of winning.
Those puzzle-solving levels that seemed very difficult were only difficult for humans, but for artificial intelligence, it was not difficult at all.
After all, there were so many puzzle games in the world. Which one could surpass the difficulty of Go?
As for the popular MOBA games, it was a 5v5 game after all. Letting five human players fight against five completely identical artificial intelligence? It didn't feel right.
Therefore, the company that researched artificial intelligence, only RTS games were the most suitable.
The reason why RTS was more difficult to conquer than Go was because of the fog of war.
In RTS, due to the limited field of vision, artificial intelligence could not grasp all of the opponent's movements. This gave both sides room for strategic games.
At the same time, due to the extremely complex nature of the various military types, this kind of change was often faster and more complicated than in Go. If you did not notice or understand a small intention of the opponent in time, you could be directly wiped out with a wave of attacks.
For artificial intelligence, the biggest limitation was always one thing: computing speed.
At the beginning of the game between artificial intelligence and Go, humans could beat artificial intelligence in fast chess, but once they played slow chess, they would lose. This was because artificial intelligence and human thinking were completely different. The more complex the situation, the longer it would take to calculate the optimal solution.
In RTS games, there was not enough time to think like in Go. For artificial intelligence, they might have to change to a completely different algorithm and rules.
Of course, in addition to these aspects, in terms of operation, artificial intelligence obviously crushed human players.
For some human players, APM in RTS games was never enough because they needed to operate dozens of units at the same time. Even if they had enough brains, their hands would not be able to keep up.
But for artificial intelligence, it didn't matter how many units they operated. Moreover, their reaction speed and operation accuracy were far superior to human players.
Therefore, considering that this was unfair to human players, the company that developed Origin placed a certain limit on the artificial intelligence's operation. They forcefully limited its average APM to around four hundred, and its peak APM to around six hundred, the same as the best human players.
Of course, for artificial intelligence, even with limited APM, it still had an advantage over humans. This was because it didn't need to do repetitive operations to warm up.
This meant that although Origin's APM seemed to be around four hundred, it was actually around five hundred or even six hundred.
After Origin successfully reached the top of the ladder in the United States, Europe, and Korea, Origin's research and development company announced that they were considering lowering Origin's APM to an average of 350, considering that Origin had too much of an advantage in terms of APM against human players.
Of course, this could be said to be for the sake of fairness. It could also be said that Origin's developers were afraid of scaring away the professional players, or afraid that the war between humans and machines would become one-sided and uninteresting. Therefore, they made this adjustment.
But for the professional players of Warcraft, this was a blatant provocation.
At the same time, Origin also announced that there was a one and a half million dollar bounty on the competition. Anyone who could beat Origin in a best-of-three would receive the bounty!
A bounty like this was a huge temptation for Warcraft professional players all over the world. Since Warcraft wasn't as popular as League of Legends, the professional players of Warcraft didn't have much money on their hands.
Moreover, not only would they earn money from this competition, they would also gain popularity! Representing humans and defeating artificial intelligence was a once in a lifetime glory for most people. Who wouldn't want to do it?
Even if Origin didn't offer a bounty, the professional players would still do it.
Starlight, the "Number One Elf" on the Korean server, was determined to be the first professional player to face Origin head-on.
…
On the internet, many people were wondering why Chen Mo was the one who made Warcraft, and why Chen Mo was the publicly acknowledged number one player in Warcraft. Why didn't Origin challenge Chen Mo directly, but Starlight, the number one Elf on the Korean server?
It wasn't that hard to understand.
In Chen Mo's previous life, AlphaGo didn't challenge Ke Jie right off the bat. He started off as a first-rate player and worked his way up.
On one hand, it was to keep generating buzz. Challenging the world champion right off the bat wouldn't be good for generating buzz or attracting attention.
On the other hand, it was to take things step by step. After all, Origin didn't know what level Origin was at. Taking things step by step would give Origin a higher chance of winning.
Moreover, Starlight was the best choice for Origin. Since they had fought each other on the ladder, there wasn't much of a difference in skill between the two teams. Moreover, both teams were elves. Although it wouldn't be as fun to watch, it would definitely be fair.
If it was any other race, people would say that it was their race advantage even if Origin won. Starting the first match with an internal battle would show the fairness of the competition.
The opening match between humans and machines had already attracted the attention of the world before it even started.
The reason why it was called the opening match was because everyone knew that no matter if Origin won or lost, it wouldn't stop. It would definitely become stronger and continue to challenge even stronger human contestants.
As for the result of this match, everyone had their own opinions.
"One week is more than enough for Origin to improve by leaps and bounds. Starlight couldn't beat them before, and they definitely won't be able to beat them now. We've seen this scenario countless times in the chess game. What's there to doubt?"
"But this time, Origin's APM has been lowered. RTS games are very unpredictable. If Origin gets killed because of a lack of control, wouldn't the entire game be over?"
"But there's no lag in the offline matches. The reason why Origin had such a hard time last time was because of the lag in the Korean server!"
"Starlight wasn't prepared last time. If they study Origin's recordings, they'll definitely be able to come up with a strategy!"
The players had different opinions, each sticking to their own opinions.
Although most players were on the side of humans, they knew that Origin had a higher chance of winning.
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