deathisnear
deathisnear t1_j7l7qyr wrote
Reply to [D] Should I focus on python or C++? by NoSleep19
If you learn C++ to a decent degree Python is relatively trivial to pick up. If you learn Python to a decent degree there's still going to be a bit of a learning curve when you learn C++.
deathisnear t1_j6swwf9 wrote
Reply to comment by jtpaquet in [Project] What architecture would be more appropriate for a reinforcement learning algorithm on a turn-based board game? by jtpaquet
You can implement alpha beta pruning to further reduce the number of actions evaluated or look at Monte Carlo tree search as a potential option in terms of scalability (this combined with deep learning was used for Alpha Go). Games such as Fire Emblem have a similar setup and they definitely are not using RL for such a case and they tend to have reasonable performance.
deathisnear t1_j6shet8 wrote
Reply to comment by jtpaquet in [Project] What architecture would be more appropriate for a reinforcement learning algorithm on a turn-based board game? by jtpaquet
You can accomplish this with https://en.m.wikipedia.org/wiki/Minimax
deathisnear t1_j6sflmh wrote
Reply to [Project] What architecture would be more appropriate for a reinforcement learning algorithm on a turn-based board game? by jtpaquet
Why not use standard search algorithms for this? Why do you need to use reinforcement learning?
deathisnear t1_j9b8yzh wrote
Reply to [D] Something basic I don't understand about Nerfs by alik31239
The original NeRF requires the camera poses. As /u/marixer commented the typical approach is to approximate the camera poses using SfM approaches like COLMAP. However, there has been some work that try to tackle using NeRF without known camera poses.
https://nerfmm.active.vision/
https://arxiv.org/abs/2104.06405