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scottmsul | 11 months ago
I wonder if this same approach could be used here in factorio? Using the pokemon red analogy the main "essential tasks" in Factorio are setting up automation for new items and new science packs. I think a good reward function could involve small rewards functions for production rates of each item/sec, medium rewards for setting up automation for new items, and big rewards for automating each new science pack.
Telling a Factorio agent to just "make a big factory" is like telling a pokemon red agent to just "beat the game", it has to be broken down into smaller steps with a very carefully tuned reward function.
Thinking about this is really making me want to jump into this project!
scottmsul|11 months ago
csense|11 months ago
Put machine #1 at the starting location, run in one direction, and put machine #2 just before time runs out.
This is going to be a huge factory (as measured by its bounding box) but it's not super interesting.
soulbadguy|11 months ago
noddybear|11 months ago
martbakler|11 months ago
That was also one of our goals, to find out how do the models act when given a very vague and general objective
mclau156|11 months ago
Gasp0de|11 months ago