map on StarCraft with a single type of player and the training for this to the equivalent of two hundred years of real-time real-time play which is definitely more than any single Starcraft player has been able to do there's no paper on this as far as I can tell yet so they all use you know deep architectures they all use conventional Nets actually with the combination of other things transformers and start quite a few particular but as you can tell in terms of sampling efficiency it's very bad and it's a huge problem