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by spywaregorilla
1436 days ago
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Sounds like bullshit to me. I'm not convinced. Here's a paper from 2021 that suggests as much. It's hard, sure, but it's also not really seriously explored. > Compared to other games like Chess and Go, not much work has been done on
creating an AI agent for Stratego. As such, the available literature is far and few between, and mostly consists of bachelor’s and master’s theses. In fact, most agents created for Stratego are largely undocumented or closed-source, making it difficult to effectively ascertain exactly which particular methods and techniques have been applied and how effective they were. edit: the claim about bots not beating humans appears to hold, but I'm not convinced its just shoddy bot quality. |
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Beyond those two infinities of greater complexity, Stratego is imperfect information, so it is played relative to the infostate, not the state. In Stratego there are thirty three pieces with unknown information on the first move. We can definitely get a lower upper bound by applying abstraction via domain knowledge, but just so I don't have to deal with the complexity I'll state that there are at most 8683317618811886495518194401280000000 different states associated with the infostate of your first move. Meanwhile, on your first move in Go, you are in at most 1 state.
In practice though the average length of a game of Go is ~200ish, the average length of Stratego ~400ish.
Much like chess, I would expect optionality to be an important strategic consideration in Stratego. So branching factors are likely selected for such that they get higher by good agents. In contrast to something like Go, the branching factor would tend to diminish over time.
Mostly sharing this because I think most people are bad at reasoning about complexity - our mind is really good at making complex things seem simple and simple things seem complex because we can actually deal with the complexity of simple things in their full complexity but dealing with the full complexity of the complicated is intractable. I imagine a lot of people's mind latch onto the things like "we get information so playing well means memorization" and don't pay as much focus to the dizzying complexity; but playing well isn't memorizing. Playing well is playing perfectly according to your uncertainty and it just so happens that as part of doing that you sometimes reduce your uncertainty by scouting.