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xinpw8

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Claude Fable 5 1 month ago

hi, pokemon red expert here: that video has since been taken private. there is a new what i would assume to be version of that video posted here https://www.youtube.com/watch?v=Ty_50J84fMY and heavily redacted with most of the game actually omitted. very possibly this is just another case of anthropic protecting us from their models' immense power

as it stands, battling is wholly unimportant to completing the game, as long as the agents can eventually complete the trainer battles mandatory for plot advancement. it's funny because everyone thinks about battling when they think about pokemon. my first fn i wrote, back when we were still bumping around pallet town, was a battle reward function. it was trash and didn't work and was over-complicated. the crux of the problem is exploration over a vast, open-world map, and completion of the sundry storyline tasks at distal parts of said map in the correct sequence without the policy collapsing and without agents overfitting to, say, overworld loops.

a cool idea, except that battling actually doesn't even matter to the ai. if you look at what the agent is doing during a battle, it is sort of spamming options + picking damaging attacks. it would be a stretch to say that agents were 'good' at battling...