As I was reviewing a paper for NZCSRSC, I notcied how well the problem definition was set out. I cannot recall if any other problem definitions in RRL are set out quite as well, though there is Martijn’s fingerprint recognition example. So this got me thinking about possible domains for the agent to learn in.
One of which was (not so) simply driving from A to B. There are a great deal of actions to perform in driving, and multiple goals and conditions must be satisfied for the agent to perform well. These goals and conditions mirror the previous musings on general modules achieving them.
Anyway, perhaps my work needs to focus on this module/meta-goal achievement direction – breaking a problem into a number of possibly prioritised smaller simultaneous goals. For instance, in Pac-Man, the goal is to get a high score. But to do this, Pac-Man must remain alive. The agent needs to discover how to break a problem down into these areas.
StarCraft is a much bigger, and more important example. The agent needs to have that overall goal in mind, as well as the low-level goals and perhaps planned ramifications of achieving those goals.