Almighty Video Game Designer
461 1.5 million saber reward!
When artificial intelligence first stepped into the gaming industry, it actually didn't go smoothly.
Before this company developed Origin, they had also developed another artificial intelligence to enter the RTS field, but it was completely crushed by human players.
Of course, he chose RTS as his main focus mainly because of the game genre.
In the current market, only RTS games could allow humans to fight against artificial intelligence.
In FPS games, no matter how hard humans tried, it was impossible for them to win against cheats. As for casual puzzle games, humans also had no chance of winning.
Those seemingly difficult puzzles were only difficult for humans, but they were completely easy for artificial intelligence.
After all, there were so many puzzle games in the world, but which one of them could surpass the difficulty of go?
As for the popular MOBA games, it was a 5V5 game after all. To let five human players fight five AI with the same thought process? It didn't feel very appropriate.
Therefore, RTS games were the most suitable game for the AI research company.
The reason why RTS games were more difficult to conquer than go was because of the fog of war.
In an RTS game, due to the limited vision, artificial intelligence couldn't grasp all the movements of the opponent, which gave the two sides the space to play a strategic game.
At the same time, due to the extremely complex conflicting attributes between the different types of troops, these changes were often faster and more complicated than in go. If the other party's small intentions were not discovered or understood in time, they might be directly destroyed by a wave of attacks with their family.
For artificial intelligence, the biggest limitation was always one thing: Calculation speed.
At the beginning of the game between the artificial intelligence and Go, humans could win against the artificial intelligence in fast chess, but they would lose if they played slow chess. This was because the way artificial intelligence thought was completely different from humans. The more complicated the situation was, the longer it would take to calculate the optimal solution.
In real-time strategy games, there wasn't enough time to think like go. For an AI, it might have to change to a completely different algorithm and rules.
Of course, apart from these aspects, in terms of operation, the artificial intelligence clearly crushed the human players in all aspects.
For some human players, the APM in RTS games was never enough because they needed to operate dozens of units at the same time. Even if they had the brain, their hands couldn't keep up.
However, for an artificial intelligence, no matter how many units it controlled, it was no problem. In terms of reaction time and accuracy, it was better than human players.
Therefore, considering that this was relatively unfair to human players, the company that developed Origin also imposed certain restrictions on the operation of artificial intelligence. It forcibly limited its average APM to around 400 and its peak to within 600, which was the same as the top players of human players.
Of course, for artificial intelligence, even if its APM was limited, it still had an advantage over humans because it didn't need to do those repetitive operations to warm up. Every step of its operation was effective.
In other words, Origin's average APM seemed to be around 400, but it was actually equivalent to 500 or even 600 for humans.
After Origin successfully climbed to the top of the ladder in the United States, Europe, and South Korea, Origin's R & D Company announced that, considering Origin had too much of an advantage when facing human players in terms of APM, they would continue to lower Origin's APM value to an average of 350.
Of course, this could be said to be for fairness. It could also be said that Origin's R & D Company was afraid that the professional players would be scared away and no one would fight. Or they were afraid that the war between humans and machines would become one-sided and there would be no audience to watch, so they made such adjustments.
But to the Warcraft pro players, it was a blatant challenge.
At the same time, Origin's R & D Company also announced that there was a reward of 1.5 million dollars for the war between humans and machines. As long as one could defeat Origin in BO3, they would be able to get it!
Such a high bounty was a huge temptation for the world's Warcraft professional players. After all, unlike League of Legends, Warcraft wasn't as popular, and the players weren't rich.
Not to mention, not only could they gain money from this battle, they could also gain fame! To represent humanity and defeat the AI was a once-in-a-lifetime honor for most people. Who wouldn't want to go?
Even if the company that developed Origin did not offer a reward, these professional players would definitely go.
Starlight, the "number one elf" in the Korean server, was determined to do so. He became the first professional player to face Origin.
……
On the internet, some people were also wondering why Origin didn't challenge Chen Mo directly, but rather star light, the number one elf in the Korean server, when Chen Mo was the one who created Warcraft and was recognized as the number one player in the game.
In fact, this was not difficult to understand.
In Chen Mo's previous life, AlphaGo didn't challenge Ke Jie right off the bat. Instead, he started off as an ordinary first-tier player and challenged his way up.
On one hand, it was to constantly create a topic effect. If he challenged the world champion as soon as he started, it would not be good for creating a topic and it would not be good for attracting attention.
On the other hand, it was also for gradual progress. After all, Origin's R & D Company was not clear about Origin's current level. If they challenged Origin bit by bit, Origin would have a better chance of winning.
Furthermore, for Origin, Starlight was the best choice. They had just fought on the Korean server's Stairway to Heaven, and the difference in strength between the two was not that big. At the same time, both of them were from the elf race, so although the viewing of the Civil War was slightly less enjoyable, it would definitely ensure absolute fairness.
If it was any other race, even if Origin won, people would say that it was a race advantage. Starting the first match with a civil war would show the fairness of the war between humans and machines.
The opening battle of the war between humans and machines had already attracted the attention of the entire world before it even started.
The reason it was called an opening battle was because everyone knew that Origin would not stop regardless of whether they won or lost. It would definitely become stronger and continue to challenge stronger human contestants.
Everyone had their own opinions on the outcome of the match.
"One week is enough for Origin to improve by leaps and bounds. Starlight could not beat them before, and they definitely can't beat them now. I've seen this kind of scenario countless times in the chess war between humans and machines. What's there to doubt?"
"But Origin's APM has been lowered again. In an RTS game, a slight change will affect the whole game. If Origin's champion is killed because of a lack of control, wouldn't the entire game be over?"
"But there is no delay in the offline matches. The reason Origin had a hard time winning last time was mainly because there was a delay in playing the Korean server in North America!"
"Last time, Team Starlight was not prepared. As long as we study Origin's video, we will definitely be able to find a way to deal with it!"
The players had different opinions.
Although most of the players were on the side of the humans, everyone knew that Origin had a higher chance of winning.
After all, this kind of scenario had been played out many times in the chess war.
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