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randysalami | 8 months ago

Parallelization and off-load to beefy computers. Run a more complete simulation, stream the results back to the player, and define boundaries where things become sequential.

EDIT: Also observation and action masking is being explored as a core part of agent design. Definitely a skill and something that needs to be thoughtful for it to work but see where action masking is being applied in PettingZoo environments using Langchain: https://pettingzoo.farama.org/tutorials/langchain/langchain/. I'm using something similar for a WW2 roguelike I'm working on. The idea is we train agents to operate as soldiers, squads, platoons, companies... With some abstractions and we can represent full fronts in WW2, battles with 1000s of agents, all in a cool ASCII environment (:

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