upvote
In any game that requires reflexes and muscle based twitch accuracy and so on, usually the hard part is making the ai lose.
reply
The top players were losing a bunch to Pluto when it first came on the scene because they didn’t realize it was not a human and were playing normal strategies against it. Once they realized it was an AI bot they developed strategies to exploit it and can now win very reliably against it.

Pluto is very good at assessing relative army strengths based on units within its vision and will always engage when it judges that its army strength has an advantage, and it uses superior micro and targeting to win battles efficiently. The key weakness of Pluto is that it has no memory of units that are not in its line of sight, so it can be easily exploited with fast skirmishing and harassing units, drops, and spreading out artillery units to deny it from seeing the full army strength all at once.

Its other big weakness is that once you get an army advantage you can force it into a turtling position where it will never try to attack you and you can safely colonize the entire map with expansion bases, giving yourself an insurmountable snowballing resource advantage.

reply
StarCraft is in between, where faster actions can be a big advantage but choosing good enough actions for that to matter is hard enough that it took many years to achieve.
reply
Can't that be fixed just be setting levels of reaction speeds?
reply
At least when I first heard about trying to make AI play StarCraft against humans (not the built-in AI of course, which the pros wouldn't have any trouble with), there was a lot of talk about limiting their "actions per minute" to the same level as high-level human players. What confused me was the premise that someone hitting 200 APM would be doing 200 useful things per minute; as far as I was ever able to observe, a huge portion of those actions were either just to look at different things by hitting a hotkey for a unit or building in a different area or even just keeping their fingers in motion so that when they did need to do something it could flow from the movements they were already doing rather than having to actually think through starting and stopping.
reply