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any positive reward for steps will likely encourage delays rather than shortest/fastest path - e.g. driving around aimlessly to accumulate reward
Agent only has x steps to play (some reasonably small number)
Hitting a checkpoint extends play for another y steps
Checkpoints also grant a 'large' sum of reward points
note that the checkpoint reward needs to be enough to make progress worthwhile; if an episode is lengthened, more steps result in a lower total reward; the checkpoints must offset this or the agent may learn to maximize reward by simply avoiding the first checkpoint and never extending an episode
In theory, this system should/could:
reduce overall episode lengths (by terminating early if no progress is being made), which allows for shorter/faster iterations (i.e. fail fast)
reduce getting stuck in any one place for too long
prevent driving backwards too far
still encourage forward progress with checkpoints as before
The text was updated successfully, but these errors were encountered:
Depends on #26. I would like to see the reward functions injectable/pluggable to facilitate experimentation with all sorts of variations. Before working on this implementation, there should be a way to easy swap out which reward function should be used.
Idea for an alternate rewards system:
Old school arcade game style checkpoint system
-1
rewardx
steps to play (some reasonably small number)y
stepsIn theory, this system should/could:
The text was updated successfully, but these errors were encountered: