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future.html
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---
title: TAEB - Future Directions
layout: default
---
<h1>TAEB - Future Directions</h1>
<h2><a name="announce">Announcements</a></h2>
<p>
See
<a href="http://taeb-nethack.blogspot.com/2009/03/taeb-pubsub-and-announcements.html">TAEB, pubsub, and announcements</a>
on our blog.
</p>
<h2><a name="monster-tracking">Monster Tracking</a></h2>
<p>
Currently, TAEB completely forgets about monsters when they
are not visible. It rediscovers them on the next turn and
generally acts correctly, but not being able to track monster
state from turn to turn puts annoying limitations on our
tactics. If we could somehow track monsters the way we track
items, TAEB would potentially be a much better fighter.
</p>
<p>
Most significantly, it is impossible for TAEB to know if a
monster is awake; since it never remembers seeing monsters
before, it is forced to conservatively assume the monster is
asleep. If a monster is potentially asleep, we can't use
combat tactics like waiting in a corridor - we would wait
forever! This is an especially annoying problem because
valkyries start with Stealth, so zoo monsters are very often
asleep.
</p>
<p>
Unfortunately, monster tracking is hard. Monsters move around
much more than items, so in general it's impossible to know
<i>which</i> monsters are the same as monsters on the previous
turn, especially in pack situations. We really want to
support tracking packs, because pack monsters are a major TAEB
killer. Also, monsters have many hidden variables, and
testing in combat doesn't work very well.
</p>
<p>
The best candidate solutions are based on variations of
<a href="http://en.wikipedia.com/wiki/Bayesian_inference">
Bayesian inference</a>, deciding for each monster a
conditional probability of being something we care about.
This is a fair amount of work, though, and little progress has
been made.
</p>
<h2><a name="newais">New AIs</a></h2>
<p>
Behavioral, time-tested as it is, is starting to show signs of
having reached the limits of its extensibility. Each new
behavior added slows down the bot additively, and in
interesting environments like quest levels we may take several
seconds to decide on each move. Can Behavioral be saved or
will a new, more stateful AI like <a
href="http://taeb-nethack.blogspot.com/2009/08/planar-taeb-ai.html">Planar</a> take the torch?
</p>
<h2><a name="ih3">Interhack III</a></h2>
<p>
One long-term idea for the TAEB core is to use it to power the
next-generation of <a
href="http://taeb.github.io/interhack">Interhack</a>. This would
result in an Interhack with ability to semi-automate arbitrary
tasks, extremely flexible Perl scriptability, and a queriable
model of the entire dungeon, enabling an interface to rival
Crawl. There are two main blockers for this. First, TAEB has
to support all NetHack commands and game mechanics. While old
Interhack could get away with simply passing through
unrecognized commands and output (nearly all of it), that
would wreak havoc with TAEB's world model. Second, TAEB needs
to become much faster; on a good day, TAEB processing lag is
on the order of a third of a second, more than twice the
network lag from San Diego to Helsinki.
</p>