"Playing Hex and Counter Wargames using Reinforcement Learning and Recurrent Neural Networks"
Now, I've built a similar platform to bring back the fun of building a small neural network that can play the game well. Neural Network optimization seems to be much more fun.
Plz share your feedback to improve the platform and add more games.
Can you give more background on the Ants game?
I didn't find it on the current site or the older one.
Was the game inspired by anything like agent-based simulations?
I'm not super interested in what the tech industry is calling "agentic" AI, but I am interested in collective intelligence, see David Ha's work in this area: - https://journals.sagepub.com/doi/full/10.1177/26339137221114... - https://neurips.cc/virtual/2024/105817
Would be cool if each ant itself could be an agent
> model and manifest bytes together pick the class
What?
How hard is it to write something like "your weight class is determined by the total size of the model and manifest" (if I understood it correctly).
Current version both sounds very AI-sloppy and is ambiguous.
The doc page [0] is even more painful to read.
Just yesterday I published my reworked GoNEAT library that implements HyperNEAT combined with phased search and backpropagation [1].
But it's kind of impossible to enter for me because of the hard pytorch requirements :( would love to see the project as a gym, so that you can run your own ANN design algorithm.
I get that most data science students still use python, but the evolutionary world is kinda in C++ and other native languages.
Anyways, great project nonetheless.
It would help to delete all the text on the page, and write it without AI.
For example, "model and manifest bytes together pick the class; every version also plays on Open"