I think the idea of spending to upgrade your helper AI sounds really interesting and potentially novel, but it's important to push back a little bit on the idea of "removing all the rote" from an RTS. day[9] (ex Broodwar pro, current caster of many games) probably makes the argument better than I can here: ▶ this video , but one of the important implications of having repetitive aspects in an RTS is that they turn the player's attention into a resource. You can either concentrate on microing your units to squeeze the most possible value out of them, or you can focus on hitting every single production cycle back at base, but you can't do both at the same time, so deciding when to focus on what becomes part of the game. Additionally, it allows for some crazy "overcoming the odds" scenarios where a small number of units can pull off a surprising win because the player was willing to donate far more attention to them than usual. Basically, an RTS where you don't feel like you have too much to do all at once is really more like a turn based strategy game (which can be fun too).
in “DeepMind and Blizzard Open StarCraft II as an AI Research Environment” · View on HN