Hi all,
I am currently doing a PhD in AI, focusing on interpretability, (basically understanding why ML algos make the decisions they make).
I have seen that there has been some success with an alpha-go inspired TD bot. And whilst very cool, this approach this will not work for most puzzles in the game, alpha-go's learning came from playing against it's self many millions of times to get better... and most puzzles are one player so an iterative traditional ML approach will be adopted.
For my first attempt at this I need a puzzle that is easy to simulate (so I don't actually have to play the game to train the model).
And I need a puzzle for which the scoring is very well understood (so the model knows which moves to prioritise).
<strike>I was thinking bilge to start?</strike>
Nah lets do carp... because it's harder xD
Please let me know if you can think of any better suited puzzles.
The code will all be written in python using tensor-flow... Why? well this is what I use for my research and if you really want to package it up later on for easy consumption there are tensor-flow library's for C++/Java that work with linux and windows.
All of this project will be open source and I will update below with a git hub repo once the first commit is up.
Note: Please do not come here to ridicule my coding, it is not my job to code; I think of a problem and then get the program to fix said problem, everything in-between is an inconvenience.
Any help with links to how puzzle scoring is calculated would be much appreciated/ If anyone has deconstructed the YPP client and can give me definite numbers... well now that would just be perfect.
------------------WORK TO BE DONE---------------------
-Gather many many carpentry boards (these will be use for training) over 50,000 would be nice
-Found the code to generate the boards on the fly... so lets use that instead.
-Make basic simulation of carpentry puzzle ----> This might help https://madolinn.github.io/pp/index.html
-Work out what heuristic should be used to train the AI
Train.
Test.
I am currently doing a PhD in AI, focusing on interpretability, (basically understanding why ML algos make the decisions they make).
I have seen that there has been some success with an alpha-go inspired TD bot. And whilst very cool, this approach this will not work for most puzzles in the game, alpha-go's learning came from playing against it's self many millions of times to get better... and most puzzles are one player so an iterative traditional ML approach will be adopted.
For my first attempt at this I need a puzzle that is easy to simulate (so I don't actually have to play the game to train the model).
And I need a puzzle for which the scoring is very well understood (so the model knows which moves to prioritise).
<strike>I was thinking bilge to start?</strike>
Nah lets do carp... because it's harder xD
Please let me know if you can think of any better suited puzzles.
The code will all be written in python using tensor-flow... Why? well this is what I use for my research and if you really want to package it up later on for easy consumption there are tensor-flow library's for C++/Java that work with linux and windows.
All of this project will be open source and I will update below with a git hub repo once the first commit is up.
Note: Please do not come here to ridicule my coding, it is not my job to code; I think of a problem and then get the program to fix said problem, everything in-between is an inconvenience.
Any help with links to how puzzle scoring is calculated would be much appreciated/ If anyone has deconstructed the YPP client and can give me definite numbers... well now that would just be perfect.
------------------WORK TO BE DONE---------------------
-Gather many many carpentry boards (these will be use for training) over 50,000 would be nice
-Found the code to generate the boards on the fly... so lets use that instead.
-Make basic simulation of carpentry puzzle ----> This might help https://madolinn.github.io/pp/index.html
-Work out what heuristic should be used to train the AI
Train.
Test.
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