I love StarCraft. I started playing it right from the beginning, most of my friends right now are from that era. I literally met people that have spread to almost every continent when I was in my early teens. We played at internet cafes and did not have access to the internet, that was priced differently...
I miss those days so much.
Everybody was from a different background back then, and nobody was anything other than a guy that plays StaCraft at the cybercafe... And now, we are in our 40's and I know Math teachers, history teachers, oil rig operators, software programmers, professional gamers, lawyers and more... hahah So crazy to think about it... and I know them, we talk, what a world.
Protoss: powerful and expensive frontier coding agents you directly micromanage for the toughest tasks
Terran: versatile team comps of dedicated agent roles you can delegate well-defined tasks to
Zerg: massive swarms of specialist custom agents inside your apps that you evolve and optimise for speed and cost
Knowing every faction has its strengths and weaknesses helps me decide which tools to use for the job.
I will always love this and now I'm going to play it again. Remastered and on a fancy modern machine.
I'm often asking myself is it better to use higher or lower effort levels, or to maybe drop down to a "dumber" but faster model. And so using a real-time based competition as a benchmark could shed some light on this, I think.
In this vein, here are what I would love to see added in this benchmark:
- Include Google's Gemini models. I keep hearing Gemini being praised for its speed, and I would like to see whether that gives it a big enough edge over the bigger but slower models. - How does a Cerebras-accelerated open source model fare against a much larger but much slower frontier model?
I also feel like in general there is a lot of very low-hanging fruit to start benchmarking models across the spectrum of real-time vs batch-style workloads. Perhaps Brood War sits somewhere quite near the "real-time" end of the spectrum, but what about something like a game of speed chess, or a turn-based game with time limits?
I think what I would like to see the most is for someone to come up with a benchmark that supports tuning the "real-timeliness" of the benchmark, and then running a sweep of a model across the whole spectrum. That could get result in real nice graphs with multiple models on the pareto-frontier, varying based on the hosting provider and the model dimensions.
It sounds like it might have been actually played in real time, which would be very important to distinguish.
I have recently seen other harnesses letting agents play real-time games in what seems like discrete time slices, turning eg Portal into something turn-based https://www.youtube.com/watch?v=ruuGXFAmiOE
https://web.archive.org/web/20091124210529/http://eis.ucsc.e...
There's a great contemporary Ars Technica piece by a competitor:
https://arstechnica.com/gaming/2011/01/skynet-meets-the-swar...
As an undergrad I did a project using genetic programming. It was not very successful, but it was a lot of fun.
https://tomisin.space/archive/starcraft-genetic-programming/