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The idea goes roughly like this:
We write a generator that generates subsequent moves in our grid. Our stones are indicated as 1, the other player is -1 and an empty field is just 0.
- The generator starts with an empty field
- It puts a stone somewhere (the generator knows stones fall down top to bottom)
- It takes the previous grid and puts another stone somewhere. It's always a random action between 1 and 6 to pick a slot. The stone will then simply fall down (no randomness there)
- This goes on until we hit a connect four or the grid is full
Out of all the data we just take the ones that lead to a win and are within a threshold of move counts. After all we aren't that much interested in bad games (I think).
This should build up a nice collection of training data.
@Lofavreel Does that sound reasonable to you?
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