You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Reading a paper on this, and considering this as a future development.
We could additionally provide the option to get from the game state a list of action "shells", i.e. all the action types available with no variables assigned (if there are more than 1 option for variables in an action). Then, each action shell would provide:
a list of valid options for each variable
a way to correctly construct the action from one value per variable (generic, without need to know the types of the variables, but normal constructors still public as well)
Example: a "Move token" action would provide:
options for variables:
token id: {57, 65, 80}
direction: {up, down, left, right}
constructor with 2 integers representing indeces in the variable options arrays, and assigns the correct values
can check if the resulting action is valid if it exists in the full list of actions provided normally by the game state
This could allow more granular/hierarchical planning.
The text was updated successfully, but these errors were encountered:
Reading a paper on this, and considering this as a future development.
We could additionally provide the option to get from the game state a list of action "shells", i.e. all the action types available with no variables assigned (if there are more than 1 option for variables in an action). Then, each action shell would provide:
Example: a "Move token" action would provide:
This could allow more granular/hierarchical planning.
The text was updated successfully, but these errors were encountered: