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>But mostly I was thinking on the playing side: I don't think any of the current GGP approaches can even come close to playing strategy-type video games, becaus
by endtime 16y ago
>But mostly I was thinking on the playing side: I don't think any of the current GGP approaches can even come close to playing strategy-type video games, because they don't typically have any real notion of, as you mention, similarity between situations, or a decomposition into hierarchical or interrelated concerns.
The problem is really all about game size, not generality or lack of "strategy". UCT is general (indeed, it converges to minimax in the limit), but with a large branching factor and a long game time it can be intractable to get a statistically significant number of samples. I guess you can think about strategy as a heuristic that drastically lowers the computational cost of planning...