back to the regularly scheduled cryptic posts
DMs open.
some published models:
https://nitter.cf/t.co/YAbJvGkgKO
some published code:
https://nitter.cf/t.co/ZE5Y59WayI
nitter.cf/sameQCU/status/2110252…
for reference, a lot of the design notes i'm pulling together on stellaris (nu) are because the game is so radically unforgiving in the game systems that it might only be *fair* if most factions were played by llm-style rl-optimized policies!
no, not rl-optimized to *win*, rl-optimized to have motivations or goals with semantics besides 'maximize aggregate resources given resource multipliers and featureset enabled per faction'. you can use rl for that too, not just winning!
the only reason to not take all of these actions as fast as possible in the history of your game is because you were making combat ships to kick the neighboring player in the dick so hard it turns inside out and they quit the game; if you didn't force them to quit you're *losing*
the game was not always like this; i actually played the launch version of the game, for example, where there was optimal play related to splitting corvettes off in all directions to scout all systems in parallel for what to survey in what order. that was *ten years ago*.
anyways the pareto dominance of 'mining stations' by this more important choice escaped me until this point; i didn't realize how much the incentive structure of the resource production relations had shifted...