I got a lot of nice feedback from my presentation. Basically the main message I wanted to get across was the following. When you have a plan, and you want to actually start executing it in a real (or virtual) environment, the plan can at some point midway become broken, i.e. no longer possible to execute. The source of this problem is one (or both) of the following:
- Uncertainty (coming in three flavors)
- Dynamic Environments
Of the options that people have thought up (classic planning/execution/replanning, policy-based methods, and incremental planning), I argue that incremental planning is by far the best option in virtual environments for solving the Dynamic Environments part. So, ICT is excited about getting Incremental Planning to solve Uncertainty as well.
One of the questions brought up the point of using randomized policies to solve the “rigidity” of policies in MDP based models. This is definitely something that I need to think more about (although I did write an MS Thesis about it). Off the top of my head, though, I think the main questions to be answered regarding using randomized policies is
- Is the reduced expected reward you got as a result of putting in randomization worth it?
- Can randomized action selection be made to look believable? i.e. If I’m randomly committing actions, will it look like I’m a crazy person who in the long run gets to the goal?
First question: I suspect the answer is yes, depending on how much randomization you put in there, and if you know anything about your adversary. That is, the less you know about your adversary, the less you can exploit anything you know about him, and so simply acting more randomly becomes a better and better recourse.
Second question: ::shrug::
More posts about some of the other talks coming soon. Look forward to a discussion of the Sims 2 AI presentation.