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I can confirm it was well worth my 16 mins.

This really makes me want to go back to my game and play some more with AI. Although, at the same time I realize that's the mistake I made - making the game/platform for creating AI. It really takes a toll. This guy uses existing NES games, which allows him to focus on the AI and even generic game learning. Brilliant.

You can clearly see the advantages of AI in the short-term play (think in the order of milliseconds, exact frame-by-frame button presses) over anything a human could ever achieve.

Imagine combining the short-term button-mashing of said AI with the long-term planning of human players...




You're looking for the pleasingly-symmetric-to-AI acronym IA, for Intelligence Amplification: http://en.wikipedia.org/wiki/Intelligence_amplification


On game AI, here's a neat tidbit.

Feed your bot AI with information that is 200 ms old and force it to extrapolate 200 ms in the future for its aiming/movement/etc. logic. It will make the bot much more human-like with noticeable reaction time, so it could be tricked by sudden changes in your behaviour. Such a simple but powerful AI trick.


Some of the tool-assisted speedruns feed scripts into the emulator. One of the pokemon yellow arbitrary code execution runs used some clojure: http://tasvideos.org/3767S.html




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