If you can tell me in math what that means, then you can probably make a system that does it. No guarantees on it being distinct from a more “boring” specification though.
Here’s my shot: You’re searching a game tree, and come to a state that has some X and some Y. You compute a “value of X” that’s the total discounted future “value of Y” you’ll get, conditional on your actual policy, relative to a counterfactual where you have some baseline level of X. And also you compute the “value of Y,” which is the same except it’s the (discounted, conditional, relative) expected total “value of X” you’ll get. You pick actions to steer towards a high sum of these values.
If you can tell me in math what that means, then you can probably make a system that does it. No guarantees on it being distinct from a more “boring” specification though.
Here’s my shot: You’re searching a game tree, and come to a state that has some X and some Y. You compute a “value of X” that’s the total discounted future “value of Y” you’ll get, conditional on your actual policy, relative to a counterfactual where you have some baseline level of X. And also you compute the “value of Y,” which is the same except it’s the (discounted, conditional, relative) expected total “value of X” you’ll get. You pick actions to steer towards a high sum of these values.