4 ms·
It is essentially the same frequency of links that you'd see on any Wikipedia article. In a field where there is an enormous amount of jargon, it is probably a
by falkenb0t 8y ago
It is essentially the same frequency of links that you'd see on any Wikipedia article. In a field where there is an enormous amount of jargon, it is probably a good thing that they clearly define as much as possible.
- pietroglyph 8y agoI agree. We have to deal with both the standard ML jargon, and lots of Dota terms in this article. How am I supposed to know what "Creep blocking" is?
- drusepth 8y agoIt's blocking creeps, obviously! Which, in turn, requires you to understand the concept of what a creep is, and how blocking them contributes to creep equilibrium (and what creep equilibrium is) and how the various states of equilibrium contribute to gameplay, and how/why/when you want to manipulate that (for example, you want to block creeps at some early points in the game so your opponent has to attack uphill, but between those particular points in time you want to push your creeps in deeper to ensure you have time to complete other objectives). :) Obviously, you don't need to know anything above, but once you start diving into the depth of things OpenAI (and human players) deal with every game, it gets pretty insane that a bot can learn at such a high level so quickly.
- gakos 8y agoAgreed. If the choice is between fewer hyperlinks with a higher bar of entry with jargon and a ton of hyperlinks that let a reader dig deeper where necessary, I'd choose the latter 100/100 times.