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by dennybritz
698 days ago
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I think there are some key differences to cycles in Chess. In Chess, the cycles come from your (or your opponents) actions. With minimax you would max (or min) over these actions, so if you pruned away the cycles at some depth your result is not incorrect because the min or max does not change. But here the cycles come from randomness in the game of which chess has none, and you need to take an expectation over the cycles. So you can't just prune them away without changing the result. A scoring function could definitely help guide the exploration and/or prune the tree, but only at the action nodes, not the environment randomness nodes. Rolling out the full tree more than 1-2 levels would be infeasible because of the randomness in the environment. When you take an action, the randomness can transport you into an exponential number of states, so you have a huge branching factor that is much larger than chess. I think in chess you have a factor of 40ish? Here it's more like ~1000 or ~10,000 depending on the item. I also wouldn't know how to design a scoring function for this. If you do something simple to take the number of missing modifiers you will end up stuck in bad states. Maybe there is something really clever here that you can do, but I don't know what it is. If you have an idea how to make tree search work for this I'd love to try it. |
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