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Merge DotaWorld #17
Merge DotaWorld #17
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Just added tracking of tower units for enemies and allies. Also, tested ability leveling (by forcing it to always level the first option). Not sure how to implement it in torch sensibly. I create a int32 Tensor for it but not sure how to determine selection in a ML way. |
policy.py
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@@ -161,6 +184,9 @@ def select_actions(cls, head_prob_dict): | |||
else: | |||
ValueError("Invalid Action Selection.") | |||
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# determine ability to level up | |||
action_dict['ab_level'] = head_prob_dict['ability_levelup'][0][0][0].item() |
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Very HACKY!!!!
Come up with a better method, perhaps method above...
the [0][0][0] is necessary to get through the tensor dimensions
policy.py
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@@ -122,6 +144,7 @@ def forward(self, env, allied_heroes, enemy_heroes, allied_nonheroes, enemy_nonh | |||
y=F.softmax(action_scores_y, dim=2), | |||
# delay=F.softmax(action_delay_enum, dim=2), | |||
target_unit=F.softmax(action_unit_attention, dim=2), | |||
ability_levelup=ability_leveling, |
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ability_leveling is a 1x15 IntTensor
Not sure what to pass over it to smartly try various leveling skills
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@TimZaman what do you want to do with this PR? I was going to start implementing ability affines but also think we need to greatly improve the basic_unit info provided. I really would like to move over to the dotaworld use since it creates the necessary classes to enable tracking the data we need. Thoughts? |
rebased and force-pushed this PR after your latest commits |
Okay, you made a lot of changes and you don't seem to want this monolithic PR. Let me remove it and make new PRs for various pieces with your latest code in ideally individual branches so as not to mix various idaes. |
Yeah plz make small ones. I do need to stay agile! What i have now is quite
nice though.
…On Mon, Jan 21, 2019, 09:51 Nostrademous ***@***.*** wrote:
Okay, you made a lot of changes and you don't seem to want this monolithic
PR. Let me remove it and make new PRs for various pieces with your latest
code in ideally individual branches so as not to mix various idaes.
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I agree, but I think we are shooting ourselves in the foot a bit by not including certain things to help the agent learn. For example - attack_target_handle & ability_target_handle for basic_unit affine. Without those it is hard for the agent to learn why it is taking damage... sure, based on HP it can figure out that it is taking damage, but not why. |
Correct, it doesnt yet see incoming damage or projectiles.
…On Mon, Jan 21, 2019, 10:18 Nostrademous ***@***.*** wrote:
I agree, but I think we are shooting ourselves in the foot a bit by not
including certain things to help the agent learn.
For example - attack_target_handle & ability_target_handle for basic_unit
affine. Without those it is hard for the agent to learn why it is taking
damage... sure, based on HP it can figure out that it is taking damage, but
not why.
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Issue #9
This also adds initial ability_leveling policy updates.
I worry we are diverging too much.