JimmyTheCrossEyedDog t1_izc6ym1 wrote
This was one of the most impressive AI advancements I've seen in recent memory, so congrats and kudos on such great work.
As I see it, one simplifying factor that Diplomacy (like any game) has is the discrete set of potential actions to be taken. When it comes to extending an AI like CICERO, to other sorts of problems, do you see the possibility of such problems having a non-disctetizable action space as a major hurdle, and are there particular difficulties associated with that and potential mitigations for them?
MetaAI_Official OP t1_izfcvy5 wrote
We disentangle the complexity of the action space from the complexity of the planning algorithm by using a policy proposal network. For each game state we sample a few actions from the network - sets of unit-order pairs - and then do planning only among these actions. Now, in case of continuous actions we will have modify the policy proposal network, but that was already explored for other games with continuous action space such as StarCraft. - AB
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