@@ -22,30 +22,25 @@ class DBS(Player):
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article. When noise increases you can try to diminish
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violation_threshold and rejection_threshold
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- Parameters:
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-
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- discount_factor: (float, between 0 and 1) discount factor used when
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- computing discounted frequencies to learn opponent's strategy
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- defaults = .75
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-
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- promotion_threshold: (int) number of observations needed to promote
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- a change in opponent's strategy
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- defaults = 3
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-
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- violation_threshold: (int) number of observation needed to
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- considerate opponent's strategy has changed. Seems good to
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- lower it when noise increases
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- defaults = 4
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-
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- reject_threshold: (int) number of observations before forgetting
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- opponents old strategy. Seems good to lower it when noise
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- increases
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- default = 3
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-
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- tree_depth: (int) depth of the tree for the tree-search algorithm.
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- default is 5.
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- Higher depth means more time to coompute the move.
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-
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+ Parameters
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+ ----------
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+ discount_factor : float, optional
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+ used when computing discounted frequencies to learn opponent's
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+ strategy. Must be between 0 and 1. The default is 0.75
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+ promotion_threshold : int, optional
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+ number of observations needed to promote a change in opponent's
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+ strategy. The default is 3.
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+ violation_threshold : int, optional
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+ number of observations needed to considerate opponent's
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+ strategy has changed. You can lower it when noise increases.
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+ The default is 4, which is good for a noise level of .1
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+ reject_threshold : int, optional
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+ number of observations before forgetting opponent's previous
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+ strategy. You can lower it when noise increases. The default
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+ is 3, which is good for a noise level of .1
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+ tree_depth: int, optional
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+ depth of the tree for the tree-search algorithm. Higher depth
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+ means more time to compute the move. The default is 5
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"""
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# These are various properties for the strategy
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