The arrows all mean the same thing, which is roughly ‘causes’.
Chess is a perfect-information game, so you could build the board entirely from the player’s memory of the board, but in general, the state of the world at time t-1, together with the player, causes the state of the world at time t.
Ah, so what we’re really talking about here is situations where the world state keeps changing as the memory builds its model.. or even just a situation where the memory has an incomplete subset of the world information. Reading the second article’s example, which makes the limitations of the memory explicit, I understand. I’d say the chess example is a bit misleading in this case, as the discrepancies between the memory and world are a big part of the discussion—and as you said, chess is a perfect-information game.
The arrows all mean the same thing, which is roughly ‘causes’.
Chess is a perfect-information game, so you could build the board entirely from the player’s memory of the board, but in general, the state of the world at time t-1, together with the player, causes the state of the world at time t.
Ah, so what we’re really talking about here is situations where the world state keeps changing as the memory builds its model.. or even just a situation where the memory has an incomplete subset of the world information. Reading the second article’s example, which makes the limitations of the memory explicit, I understand. I’d say the chess example is a bit misleading in this case, as the discrepancies between the memory and world are a big part of the discussion—and as you said, chess is a perfect-information game.