Opening your Hide and Seek workspace.
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- 1 · Set up
- 2 · Train
- 3 · Check
- 4 · Run
Know the grounds. Set the goal. Then train.
- Environment & assumptions
- Measurable goal
- Reference strategy
- Training phases
- Checks & limits
Objectives & optimization
Example: Success at least 90%; score at least 5; steps at most 500; prioritize efficiency. Separate clauses with semicolons. Use supported metrics shown in Use values. Choose game rules and the task in World; text does not create new mechanics.
Two bots. Opposite goals.
One hides using cover. One searches, remembers sightings, and tags.
Choose the role you teach
Hider: survive 120 decisions. Seeker: reach the hider’s tile before that limit. The hider gets six extra opening decisions. Both roles have their own weights.
Each bot receives its own position, the fixed cover map, visits, and only a visible rival or a sighting from the last eight decisions. Detection is a geometric line-of-sight sensor with a five-tile Manhattan range, not camera pixels.
Hide. Seek. Learn.
Blue hides; red seeks. Both use our humanoid bot. Cover blocks sight and movement.
The other role uses the rule reference. Supervisor view shows hidden truth for you; policies never receive it.
Manual: arrow keys or these buttons move your selected bot; Step advances the reference opponent. One Step = one bot decision, 300 ms playback; this is a turn-based grid game.
Two small neural policies.
Eight inputs → one score per legal action, separately for each role.
Each network is a single linear neuron with eight learned weights. Inputs describe path distance to a known rival or patrol corner, predicted occlusion, adjacent cover, visits, waiting, sight and memory availability, plus a constant bias input.
Gradient descent imitates authored action scores. Rules supply the map, path distances, legal actions, sensor filtering and memory. The networks learn action scoring; there is no rescue policy, pixel recognition or adversarial self-play.
Fit, then test the chosen goal.
Train away from the animation, then compare held-out rounds.
48 fitting seeds, 8 validation seeds, 16 final seeds. Validation chooses weights before final testing. Each role plays against the reference opponent. Up to 60 epochs per role, 30 seconds and two attempts per training round.
Ready · active weights stay unchanged while training.
Activation requires ≥80% near-best reference-score agreement for both scorers and at least 8/16 complete-round wins for your selected role, without regression against its initial or checked incumbent wins. Fit success and goal success are separate. The reference can lose, so accurate imitation alone can fail the win goal. Failed-round retries label the actual failed role observations and keep fresh final seeds separate.
Uses fresh teacher examples and the current two-attempt training round. Review each candidate before activation. Run keeps active weights fixed.
Off. Train manually, or start another training round when both attempts are used.
What did each role learn?
Separate outcomes for opposing goals; a win for one is a loss for the other.
Train or check saved weights to create evidence.
Finish a round to inspect its outcome and next test.