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by stakecounter 2920 days ago
I figured this much as well, and I think this also begins to explain why some of the restrictions exist, and how difficult it would be to generalize this to the entirety of the Dota action space. I'm assuming they were pretty smart at defining and limiting the possible action space to get down to 170K. For example, restricting the hero pool down to 5 heroes which only have a reasonably small number of options in a reasonably small radius around them (I think Sniper's Q ability might lead to the highest number of discretized actions among their chosen hero pool), banning Boots of Travel (though I suppose this shouldn't add too many actions since you have to TP to a friendly unit of which there are not that many, so maybe this doesn't pose a problem with respect to the action space size, but it does have strategic implications), etc.

For a hero like invoker who can cast Sunstrike anywhere on the map at any time, would you try to come up with domain heuristics (only consider locations in the map near enemy heroes), or deal with an explosion of possible actions (and this applies to a ton of different hero mechanics that are not in scope here)?

1 comments

If the goal of the project is generalization, you likely want to shy away from opinionated heuristics like the former you mention.

In the development for the Magic the Gathering AI (Duels), one of the restrictions is "don't cast harmful spells on your targets" even though for some edge cases this is actually the optimal thing to do. They traded a smaller search space at the expense of optimality.