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ideas.txt
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ideas.txt
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- showdown as simulation environment
- how to implement mega evolution and z moves?
- have specific preconditions and can only be triggered once
- separate action dimension, which is ignored when invalid?
- works for mega, not for z
- for z: available moves * 4
- count forfeit wins?
- if prematurely forfeited (eg connection loss) -> noise
- opponents often forfeit game when in unfavorable state -> signal loss if not counted
- turn threshold for count?
- smogon rules
- infinite battle
- eg switch-in loop
- average duration: 60 turns
- smogon endless battle clause
- possible solution: tie after 500 turns
- asynchronous rl/multiple agents (ppo, a3c, ...)
- ape-x?
- self-play rl?
- AI agent probably faster than humans on average
- play against humans? is there an opponent simulator?
- random teams
- separate team building agent?
- elo rating as performance measure?
- starts with 1000
- ppo
- nn architecture
- IN: 40,000 -> H1: 4000 -> H2: 1000 -> H3: 200 -> OUT: 10