OpenAI Five Benchmark: Results
I&#x27;m really excited to see the limits get lifted, in particular around items and couriers.<p>The team of semi-pros&#x2F;ex-pros&#x2F;pros that played against the AI commented that the AI was using the highly unusual 5 invincible couriers to enable a style of play that isn&#x27;t possible in normal dota. The AI&#x27;s solution to dota was unrelenting aggression once a small early game lead was established after ~10 minutes. This early aggression was possible because the AI was able to ferry items (healing consumables) with such frequency that once the human team made one mistake in a team fight it wasn&#x27;t possible to recover.<p>Normally after winning an objective you are forced to reset as you have expended a lot of resources to order achieve your objective, and you are actually most vulnerable to a counter play right after you win something big. With a constant stream of healing this risk was significantly reduced.<p>Also, the drafting is a clear limitation that needs to get lifted. The AI was essentially pursuing a &quot;death-ball&quot; strategy of grouping as 4 or 5 and pushing right down a lane, which can be countered by picking mobile and fast heroes that can put pressure on different parts of the map and slow down the &quot;death-ball&quot; by forcing reactions. However, none of those heroes were draft-able, and so the humans were forced to play the AI&#x27;s strategy. The AI&#x27;s strategy favors team fight coordination (laying stuns correctly, and correctly calculating whether damage through nukes is sufficient to kill any particular target) and reaction times, at which the AI was clearly superior to the human team.