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by Detry322
2570 days ago
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Paper author here: one cool thing about our technique is that our bot doesn't keep "notes" :) The only thing it maintains for the entire game is this length-60 belief vector - a summary of who it thinks is evil and good. How people act influences this belief vector, but it can't look back at the game history. This leads to awkward play sometimes - it will propose missions that have failed in the past, etc. I think it's cool that we (humans) can summarize the state of the game with such little information, and that the bot does something similar :) |
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It's possible this is in the paper - a lot of the more math/modeling parts went a bit over my head, so feel free to point me to a section to specifically read if I missed out.
If it's literally just a representation of the outcomes of the missions and who went on them, then isn't the Belief Vector just the venn diagram of how every mission went with some iterative statistics laid over it? I would have assume any regular/competitive players would be fairly good at keeping that mental model themselves, which makes it seem confusing to me that the Agent would be better than that, unless it's essentially just saying that the game is better if you play purely logically and ignore all context, which defeats the fun of playing it?