There are also loads of vehicle choices including cars, planes, and of course, tanks. After all, in reality, duties dont come pre-packaged with rewards; these rewards come from imperfect human reward designers. TL;DR: We're launching a NeurIPS competition and benchmark known as BASALT: a set of Minecraft environments and a human analysis protocol that we hope will stimulate analysis and investigation into fixing duties with no pre-specified reward operate, the place the objective of an agent should be communicated by demonstrations, preferences, or some other type of human suggestions. A typical paper will take an existing deep RL benchmark (typically Atari or MuJoCo), strip away the rewards, train an agent utilizing their suggestions mechanism, and evaluate efficiency according to the preexisting reward perform. Nevertheless, it needs to be famous that the efficiency just isn't as much as par. One does not should look far for examples of mods changing the best way video games are played: Try taking a look at the top ten lists of probably the most performed games on Steam on a given day; while it's true that some games breakthrough from tie to tie; nonetheless, the top ones usually are kind of the same - and share features with one another: They are aggressive titles with an enormous esports base, or they are games which have - guess what?
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