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by ufo
2877 days ago
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One of the most interesting takeaways from the post game interview for me was that the AI can be very stupid if you just blindly throw it in a self-play setting but with clever use of randomization (modifying power levels) and action restrictions (for example, only allowing the agent to spend an anti-invis item when a nearby enemy goes out of sight) it is possible to provide better learning opportunities for the AI. |
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These are the kind of actions you specifically don't want to code in because you're throwing in human knowledge. You want the AI to learn by itself that using anti-invis when everyone is visible is a low-value move.
The purist in me was even mad that they had a hand-crafted evaluation function. (e.g. prefer gold, prefer taking towers, each given some arbitrary value)