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by ufo 2877 days ago
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.
1 comments

> for example, only allowing anti-invis items when an enemy goes out of sight

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)