Earlier quoted context omitted.
Thank you Exile :) I'm glad you enjoyed the read!
Is the code available by chance? See you on the shore next Friday :)
Solving Path of Exile Item Crafting with Reinforcement Learning
11–20 of 20 posts
Re: Solving Path of Exile Item Crafting with Reinforcement Learning
#12> does something like the following pseudocode: The following code is Python. Hilarious!
Pseudo code -> working example, same thing lol
Re: Solving Path of Exile Item Crafting with Reinforcement Learning
#13Earlier quoted context omitted.
Is the code available by chance? See you on the shore next Friday :)
I do want to release the code, but it may take a couple more weeks. It's currently a mess of research code that's mixed with some other stuff I was working on so I would need to do a cleanup first. See you on the boat!
Re: Solving Path of Exile Item Crafting with Reinforcement Learning
#14Chess also has a huge search space and allows cycles, still, wouldn't a better approach be refining a scoring function and then doing a deep search and suggest an action and min maxes your odds of victory?
I think there are some key differences to cycles in Chess. In Chess, the cycles come from your (or your opponents) actions. With minimax you would max (or min) over these actions, so if you pruned away the cycles at some depth your result is not incorrect because the min or max does not change. But here the cycles come from randomness in the game of which chess has none, and you need to take an expectation over the c…
Re: Solving Path of Exile Item Crafting with Reinforcement Learning
#15Earlier quoted context omitted.
I think there are some key differences to cycles in Chess. In Chess, the cycles come from your (or your opponents) actions. With minimax you would max (or min) over these actions, so if you pruned away the cycles at some depth your result is not incorrect because the min or max does not change. But here the cycles come from randomness in the game of which chess has none, and you need to take an expectation over the c…
I think the heuristic approach is not as bad as you think. Human crafters, and the current crafting techniques we have are pretty efficient. You don't need to explore the full graph of random states because the mod weights themselves are a representation of those states. As a human I can't think of any crafting item (alt and chaos spamming aside) where the probability isn't a simple to understand number. You think yo…
Re: Solving Path of Exile Item Crafting with Reinforcement Learning
#16Re: Solving Path of Exile Item Crafting with Reinforcement Learning
#17Re: Solving Path of Exile Item Crafting with Reinforcement Learning
#18It’s often associated in PoE that friction is what usually drives profits. Using a recent meta example, Graveyard crafting was extremely tedious while simultaneously being extremely lucrative. I am quite interested then to see what the implications on the economy are if adopted mainstream by the masses. People nowadays would rather pay 3x the prices of the craft rather than learning how to do it themselves, but if th…
Re: Solving Path of Exile Item Crafting with Reinforcement Learning
#19It’s often associated in PoE that friction is what usually drives profits. Using a recent meta example, Graveyard crafting was extremely tedious while simultaneously being extremely lucrative. I am quite interested then to see what the implications on the economy are if adopted mainstream by the masses. People nowadays would rather pay 3x the prices of the craft rather than learning how to do it themselves, but if th…
I think most experienced players are already pretty optimal at crafting. There might be some rare case where it might save you a couple div at best. It's usually obvious by design how to achieve something. Of course there is a market because some part of the playerbase can't do this (which might become lower) and some part of the playerbase still sees it as time efficient to just buy it precrafted. Likely there's les…
Re: Solving Path of Exile Item Crafting with Reinforcement Learning
#20It’s often associated in PoE that friction is what usually drives profits. Using a recent meta example, Graveyard crafting was extremely tedious while simultaneously being extremely lucrative. I am quite interested then to see what the implications on the economy are if adopted mainstream by the masses. People nowadays would rather pay 3x the prices of the craft rather than learning how to do it themselves, but if th…
Do it again, but optimise for fun instead of time and we've come full-circle :)