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Multiple Agents #25

@Nostrademous

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@Nostrademous

Since we are moving to multi-agent design I wanted to raise the question of how many agents do we actually want.

At start there are two possibilities:

  1. One Agent Per Hero (5 agents per Team)
  2. One Master Agent that controls 5 heroes

*3) One Agent Per Hero and Per Controllable Unit (meaning summons (Nerconomicon, Warlock Ultimate, Beastmaster Hawk & Boar, etc.), illusions (Manta, Illusion Rune, Wall of Replica, Disruption, etc.), clones (Meepo), doubles (Arc Warden Ultimate) or dominated (i.e., Helm of Dominator, Enchantress, Chen, etc.) units) - typically these are controlled by the same agent that is controlling the owning Hero that caused the summon/domination to occur, but doesn't have to be.

Each approach has its pros and cons in terms of flexibility (co-play with humans, etc.), agent action synchronization (via shared world state model versus independent world models), training time, and so forth. OpenAI went with #1 above, but we do not necessarily have to, although I think I would prefer #1 above as well.

Next, there are a few other things that could be their own agents:
a) Courier - there is one courier per team - it can be controlled by any Hero Agent and even in real games it often gets abused by numerous players at once. We could make it its own agent.
b) Glyph Usage - anyone on the team can use the Glyph (when available)
c) Minimap Scan - anyone on the team can use the Minimap Scan function

*d) One Team Agent to control a), b) and c) as a single entity

Just wanted to throw this out there to think about and post your thoughts.

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