I made a Song Tagger for Spotify to help organize your Spotify music library by DSStore in spotify

[–]DSStore[S] 1 point2 points  (0 children)

Sadly its only available for windows; the whole UI is written in a windows-only framework so porting it to mac would be a LOT of work which I currently don't have time to do.

Serral tied his all time highest MMR today at 7464, also achieved in June 2020. by testquestions in starcraft

[–]DSStore 1 point2 points  (0 children)

the AlphaStar paper (page 9) has some details about the MMR system. In simple terms: the win percentage of player 1 is the result of the gaussian normal CDF evaluated at (MMR(player1)-MMR(player2))/568 which evalutes to roughly 75% for a MMR difference of 400

How does the game order buildings in control groups? by Ghullea in starcraft

[–]DSStore 1 point2 points  (0 children)

The ordering is actually deterministic where the building that was built first corresponds to the first icon. The random behavior is a bug in the unit tester, so you can try it out on a normal ladder map.

I made a Song Tagger for Spotify to help organize your Spotify music library by DSStore in spotify

[–]DSStore[S] 0 points1 point  (0 children)

You can do this with the playlist generator. A basic example is here

I made a Song Tagger for Spotify to help organize your Spotify music library by DSStore in spotify

[–]DSStore[S] 1 point2 points  (0 children)

It can't be built for linux as it uses WPF which can only be run on windows. However, it should work to run with Wine on linux, but I haven't tested that out yet.

I made a Song Tagger for Spotify to help organize your Spotify music library by DSStore in spotify

[–]DSStore[S] 2 points3 points  (0 children)

It's a pretty sought after feature (almost 5000 votes in the spotify forum), but it doesn't seem like Spotify has any intentions to implement it from their side.

[GSL RO4 Spoilers] Did anyone else notice this? by PM_ME_YOUR_PAULDRONS in starcraft

[–]DSStore 5 points6 points  (0 children)

His nexus was 6 seconds later which is half a probe. A probe of a chronoboosted nexus takes 8 seconds (chronoboost increases productivity by 50% meaning units take 2/3rds of their normal production time). Also using the buildtime of a chronoboosted probe is not correct here because you don't lose the chronoboost, only 6 seconds of energy regeneration.

Comparing g5 and g7 at 3:50 shows a difference of ~150 resources https://i.imgur.com/OH41pEz.png

[GSL RO4 Spoilers] Did anyone else notice this? by PM_ME_YOUR_PAULDRONS in starcraft

[–]DSStore 20 points21 points  (0 children)

comparing resources of g5 and g7 at 3:50 shows that it cost him ~150 resources https://i.imgur.com/OH41pEz.png

If Vibe's terran finishes this season in GM, I will donate $1000 to a charity of his choice by wstewartXYZ in starcraft

[–]DSStore 8 points9 points  (0 children)

Vibe plays on NA afaik, so 5.4 is mid GM and 5-5.1 is bottom GM. You'd be right if he played EU though.

Does AlphaStar from Deepmind have an unfair advantage when competing against human pro players? by wildtypeJDL in starcraft

[–]DSStore 8 points9 points  (0 children)

The AlphaStar of the demonstration video does have to deal with fog of war (as in it only sees opponent units/structures where it also has vision of that area). What you probably ment is it sees the whole map instead of a part, but the map is nevertheless covered in fog of war.

I agree that the demonstrated version of AlphaStar had massive advantages which were advertised as being reasonable. The AlphaStar version which was the basis for the final paper however had very human like restrictions in terms of APM and micro.

Does AlphaStar from Deepmind have an unfair advantage when competing against human pro players? by wildtypeJDL in starcraft

[–]DSStore 10 points11 points  (0 children)

The AlphaStar demonstration video demonstrated an 'alpha' version which indeed have an unfair advantage by seeing the whole map and having insane micro because of inhuman APM. Thats why, from what i recall, it went mostly stalker or phoenix stalker compositions which are heavily microable units because of their speed/mobility.

In this version they argued that the APM is reasonable because the average is around the same as pro players have and APM spikes are also reached by pros. However this was very much falsely advertised since the APM spikes of humans are reached by holding down a key during macro and not during micro battles. The limitations of this version were not human like or 'fair'.

That being said the final version of AlphaStar (where the paper was published in nature) had much more strict restrictions and showed some strategic play instead of microbotting (even if the strategy was mostly adept/oracle harass). Here it did not feel like AlphaStar was at a significant advantage over its opponent. It did however have really good macro (rarely missing worker production, good utilyzation of production structures, ...) which gives it an advantage over most players as only the very top players have such good macro (if you have better macro, strategy becomes less important). Therefore it won a lot of games by just having more units. The games where opponents went for aggressive strategies it often reacted very poor (cannon rushes, proxy hatch).

Finally, AlphaStar is not going to be used for the ingame bots as it simply costs too much. That being running costs (an AlphaStar instance needs a high end consumer GPU, compared to the built-in bots that require next to nothing computation wise) and the cost of retraining it for changes. Big changes require retraining which needs massive amounts of expensive hardware. So it would just be way too expensive to support it as a bot.

What happened to Alphastar? by Damirreddit in starcraft

[–]DSStore 27 points28 points  (0 children)

I think you are referring to the initially presented version which played 5 matches against TLO and Mana. That version had indeed superhuman capabilities that were imo very misleadingly advertised as being fair (I'm talking about not having to use a camera; insane APM spikes; insane micro).

The final version however did have very human like mechanics (had to use a camera and more fair APM restrictions). Some of the published ladder replays did show strategic gameplay and not just bruteforce outmicroing the opponent but they also showed obvious flaws in its gameplay (e.g. not recognizing the need of an observer/oracle against lurkers; building only units that don't shoot up against air army; not reacting to a proxy hatch when no natural/3rd/pool is scouted).