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Planning/RL for a stochastic single-player merge puzzle: afterstates, previewed chance events, and long-horizon throughput [D]
I am working on an AI for a small single-player merge puzzle and would appreciate pointers to related algorithms, papers, or existing implementations. It resembles 2048 in its action -> afterstate -> random event structure, but has a larger action space, stack constraints, and a random event that is previewed one move