I think the heuristic approach is not as bad as you think. Human crafters, and the current crafting techniques we have are pretty efficient. You don't need to explore the full graph of random states because the mod weights themselves are a representation of those states. As a human I can't think of any crafting item (alt and chaos spamming aside) where the probability isn't a simple to understand number. You think you can use something like modweight x currency cost (x some time modifier for acquisition and use of currency) for scoring. This is how craftofexile does it.
redrobein|1 year ago