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by CobrastanJorji
1074 days ago
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Y'know, the thing I least like about these AI video game players is how unlike humans they look. I was wondering about the difference, and I think it comes down to two parts. First and foremost, human players generally prefer routes with a lot of tolerance for input error. Second, humans take frequently "mental planning breaks," stopping for a moment in safe spots before challenging areas. I think you could juggle the heuristics to demonstrate the preference for input error. For ML training, you could just random vary input timing by up to 20ms or so to teach the algorithm to favor safer moves. For path finding, it's trickier, but there's probably a way to favor "wide" paths. I'm less sure how to express the second concept, pausing briefly in "safe areas," but I imagine it's maybe noticing a place where significant amounts of entering no inputs does not affect the results. |
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The reason it’s of engineering interest is, like you observe, bounded-rationality gives you solutions that are sub-optimal but more robust and often simpler.
Moreover, finding wide path solutions emerges naturally from sampling-based motion planners. These planners are asymptotically optimal, but if you terminate them early, they are more likely to give you a solution that goes through large gaps, not smaller ones, because it’s unlikely to sample a trajectory that goes through a tight space without heavy sampling. You could probably formulate that in the rate-distortion framework but I haven’t thought about how to do it precisely.