
We’ve just passed the half-way point of 2018, so Ian Gatekeeper and all his fabulously wealthy chums over at Valve have revealed which hundred games have sold best on Steam over the past six months. It’s a list dominated by pre-2018 names, to be frank, a great many of which you’ll be expected, but there are a few surprises in there.
2018 releases Jurassic World Evolution, Far Cry 5 Kingdom Come: Deliverance and Warhammer: Vermintide II are wearing some spectacular money-hats, for example, while the relatively lesser-known likes of Raft, Eco and Deep Rock Galactic have made themselves heard above the din of triple-A marketing budgets. (more…)
	
	
Yesterday, I told you about AI researcher Mike Cook and Angelina, his fancy AI that designs video games. Today, I’d like to tell you about Mike’s commentary on someone else’s work. OpenAI made headlines with their Dota 2 bots last week, which they’re pitting against a pro team at the International. Mike’s blog post serves as an excellent sanity check, highlighting what OpenAI have and haven’t achieved. He also suggests that we might want to “re-examine the entire idea of humans playing against computers”, which is an intriguing idea I’ll be asking him more about next week.
	
	
	
	
	
	The history of Dota is the history of ideas being poured into a giant bucket full of wizards. From Aeon of Strife to the wild herds of tower defence games that roamed the plains of the Warcraft III custom map scene, Dota has always been a mongrel thing. In that sense it's appropriate that Steam's former chart-topper should spend the summer paying tribute to the genre that toppled it. Packed in with this year's International Battle Pass is Underhollow, a team-based take on battle royale were teams race to claim a cheese from the denizens of a collapsing underground maze.
Underhollow isn't pure battle royale, however. Its dungeon structure and focus on killing monsters gives it some of the qualities of a MMO raid, and the battles that take place when teams meet are pure MOBA. Think of a Dota teamfight taking place inside a WoW boss chamber on PUBG's map and you're most of the way there.
Its links to the battle pass reward system aside, there's little about Underhollow that couldn't have been done by a determined map maker in Dota 2's community arcade. That said, it's all the better for Valve's resources and craftsmanship—particularly when it comes to the map and monsters monsters, which feature some of Valve's first new art for the game in months.
The monsters are an all-round highlight, actually. Far from being just camps to farm for gold and experience, each room in Underhollow features a randomly-assigned encounter in one of three difficulty tiers, including boss fights. There are MMO-style tank-and-spank fights, 'the floor is lava' encounters, bullet hell wizards, invisible ghosts, and giant Wraith Kings that have to all be slain at the same time to prevent them from respawning.
Figuring out each encounter is the first step, and understanding how to leverage Dota 2's vast pool of heroes to exploit them is the next. Luna's ability to bounce her glaive between lots of different foes is good in most rooms; the fact that she can't switch it off is potentially a nightmare in the room where you have to focus on hitting a big vase rather than any of the trolls standing next to it. Laudably, Valve have made the entire roster of heroes available in Underhollow and been relatively free with how monsters interact with them. They could have stacked bosses up with immunities and forced a particular playstyle, but they haven't and I think the mode is better for it.
It's less balanced as a consequence, however, and while anything can work—this is Dota, after all—there are certain heroes who really love this structure. Axe, for example, thrives in multi-target encounters and is one of the rare heroes who actually becomes more dangerous when a teamfight takes place in a room that's still full of monsters. Zeus' ability to nuke every single hero on the map at the same time is a big force multiplier in Underhollow, where it can sometimes randomly ruin another team's boss battle at the push of a button.
This runs the risk of turning the hero drafting step into the most important moment of the game, with many of my early matches turning into a game of 'PICK AXE'. As an Axe lifer, it's nice to see him get his moment—especially at the expense of perennial pub menace Pudge, who simply isn't very useful in the confines of the dungeon. But this degree of one-sidedness is only forgivable because Underhollow is a throwaway mode to play over the summer. If it became a bigger part of the game—and there's a case to be made for that happening—then you'd want to see something resembling balance, and that'd probably mean a cut-down hero roster.
Underhollow reliably crashes for a number of players at the beginning of a match, forcing them to reconnect this happens without fail, every single time you play, to at least a couple of people.
The biggest issue, however, is stability. Underhollow reliably crashes for a number of players at the beginning of a match, forcing them to reconnect—this happens without fail, every single time you play, to at least a couple of people. Players working to meet their weekly battle points cap will quickly get used to micromanaging their disconnected teammates while they wait for them to load back into the match. There's not much else to say about this other than 'it's bad' and 'Valve should fix it'.
This unreliable performance, coupled with a drive to farm battle pass points, can make Underhollow feel a little disposable—particularly when you're playing with strangers. It's really easy to throw a game away, and do so quickly, and as a consequence you're always at the mercy of your teammates. If all three of you are on the same page, great. If not, it usually means a few rooms of grinding followed by death to the first team you encounter, a trip back to the main menu, and another roll of the matchmaking dice.
This feeling that Underhollow is ultimately a throwaway experience—compounded by the bugs, the imbalance, and its seasonal nature—are a shame because there's something worth exploring here: a worthy extrapolation of traditional Dota. Were it just a little bit more polished, this might have justified the cost of the Battle Pass by itself.
Bonus Underhollow PSA!
Dota 2 is full of ways to be that guy, from spamming pings to premature GGs. In Underhollow, you can identify that guy really easily: it's the person who picks up all of the loot from a dungeon chest straight away, and then sells it without checking to see if their teammates need anything.
Don't be that guy, kids!
	
	OpenAI, the independent research institute that was co-founded by Elon Musk in 2015, will send its Dota 2 bots to The International 2018. There, the AI team will take on a professional team in a 5v5 match. And it plans to win.
Known as OpenAI Five, the bot team has taught itself the nuts and bolts of Valve's free-to-play MOBA by playing 180 years' worth of games against itself every day. OpenAI says this process requires 256 GPUs and 128,000 CPU cores—and is a scaled up version of the "much-simpler" variant that toppled pro player Danil "Dendi" Ishutin in 1v1 at last year's TI.
"Our team of five neural networks, OpenAI Five, has started to defeat amateur human teams at Dota 2," says OpenAI. "While today we play with restrictions, we aim to beat a team of top professionals at The International in August subject only to a limited set of heroes. We may not succeed: Dota 2 is one of the most popular and complex esports games in the world, with creative and motivated professionals who train year-round to earn part of Dota’s annual $40M prize pool."
This blog post explores the myriad challenges and obstacles the OpenAI team faces while brining OpenAI Five up to speed—not least Dota 2's complex rules. Read the post in full via the link above, and watch the following short which examines some of the learned behaviours the bots have picked up along the way below.
These include teamfighting, value prediction and, rather amusingly, ganking. Here's that:
And here's Dendi's 1v1 defeat to an AI opponent at The International 2017, which kicks off around the 7.30 mark. The pre-match testing segment is worth watching too if you've time—I was particularly tickled by the chap who says "the not being able to kill it part is so annoying" in reference to the AI's skills.
	
	Valve has disqualified a Dota 2 team from its upcoming The International 2018 for using a programmable gaming mouse. In doing so, Thunder Predator used an "unfair advantage", so says contest organiser FACEIT, during the South America qualifiers, which prevents them progressing to August's $15 million competition.
As reported by Motherboard, Thunder Predator's AtuuN is said to have selected Meepo—a Geomancer, who is billed as "one of the hardest carries in the game to play effectively due to his heavy reliance on micromanagement." Meepo can create clones of himself, and when each clone teleports, they deal damage in the surrounding area. And while this cloning method can be a powerful means of offence, said micromanagement means each clone must be instructed individually.
Under pressure—like, say, during a tournament—this routine isn't easy.
Motherboard links to this YouTube clip of AtuuN effortlessly directing Meepo clones around the map during the third game. This caught the attention of the Dota 2 subreddit, who in turn accused AtuuN of leveraging a software macro—a process that lets players roll complex button combos into fewer/single clicks.
Combat logs (see above) showed that AtuuN teleported Meepo clones at the exact same time. This process would normally take players several seconds—they'd otherwise need to instruct each Meepo individually—but Thunder Predator denied using macros. It did, however, concede that a programmable mouse may be at fault—a Razer Synapse 3.
"The player of our squadron ‘Atún’ has a Razer Synapse mouse, which, like any professional player, has put its own manual configuration to be able to have a better use of Hardware in benefit of its efficient performance in each of the games played with this hero (Meepo)," says Thunder Predator (via Google Translate) on its official Facebook page. "In this way, we highlight the fact that no type of hack has been used."
FACEIT, on the other hand, felt differently.
Thunder Predator suggests it's been hard done by. "That is why through this announcement," the Facebook post continues (again, via Google Translate), "we denounce this accusation, affirming that at no time, our player ‘Atún’ use any type of hack or particular program that facilitated his game mode before the match, yesterday, with the SG team."