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As I mentioned in the other post, the curiosity bots can help with this.

They're rewarded by exploring, not by values in game.

Maybe alone they're not enough, but in conjunction with other things, I bet we could beat Zelda. I had the bot exploring enough to find the first dungeon of LoZ.


I just took a look at the curiosity video. It's funny, I think with enough refinement something like this could beat Zelda. Except it wouldn't actually know it beat the game! I feel like that is cheating, somehow.

Like maybe you could get American Fuzzy Lop [1] to beat Zelda. Isn't that the same thing, in principle?

[1] http://lcamtuf.coredump.cx/afl/


AFL might eventually get lucky, but I'm guessing you'd want a hybrid approach that combines symbolic execution with a fuzzer like AFL, e.g. QSYM [1].

[1] https://www.usenix.org/system/files/conference/usenixsecurit...


This person https://github.com/pathak22/noreward-rl and his curiosity AI https://github.com/openai/large-scale-curiosity can do some cool stuff.

I used it to train an AI to play Mario Kart ( https://www.youtube.com/watch?v=A8oSnh0M864 )

I also had it playing The Legend of Zelda (got as far as finding the first dungeon, but with more power, I'm certain it could explore the whole map.).


I made a seq2seq chatbot with Matrix/Riot, the python-api implementation (https://github.com/matrix-org/matrix-python-sdk) and https://github.com/tensorlayer/seq2seq-chatbot:

Here it is: https://www.youtube.com/watch?v=rCggOcKZn-c

(There's a fun interaction at 25:52)


That triple nested if is horrible though…


Mark's Handbook for Mechanical Engineers, and AREMA.


The article is from last year but it's still extremely valuable and interesting.

Exploring this topic is currently my primary hobby. Specifically, I've been using OpenAI's retro (Sonic, Contra, Mario, Donkey Kong and, more recently FZero) and comparing the ancient NEAT with more fashionable stuff like DQN, PPO, A3C and DDPG.

With my extremely limited experience, NEAT seems to outperform all of these other algorithms. I believe the advantage is the potential for strange/novel network structure.

And the best part is that NEAT doesn't require a powerful GPU.

Apologies for the shameless plug but here's a link to a series on youtube I made about using Retro and NEAT together to play Sonic. https://www.youtube.com/watch?v=pClGmU1JEsM&list=PLTWFMbPFsv...


You are evolving the topology, but using regular gradient descent/backprop for any given network, correct?


No, in NEAT both the weights and topology are evolved. It is totally gradient-free.


Yeah, topology and weights. It's highly subject to initial conditions. You almost need another NEAT network to evolve the initial conditions. I believe it's turtles all the way down.



Whoa!


If you do decide to do an evolutionary-based policy, I highly recommend messing around with NEAT (https://github.com/CodeReclaimers/neat-python).. I have successfully used it to play a number of SNES/Genesis games.

I even made a tutorial series. https://www.youtube.com/watch?v=pClGmU1JEsM&list=PLTWFMbPFsv...

Apologies for the shameless plug.


I've been using the python-neat library in open-ai's retro with some success. And while it works quickly, it normally finds local maximas. It seems to struggle with long sequences. And defining the fitness function/parameters is an artform.

Here's a video of Donkey Kong Country played by python-neat in open-ai's retro. It took 8 generations of 20 genones to beat level one. I'll post the code if anyone's interested.

https://vimeo.com/280611464


I'd be interested in the code.



Ok, I'll clean it up and post it.


Please do!


Just letting you know he posted his code under that viemo video. https://github.com/CodeReclaimers/neat-python and https://github.com/openai/retro/


Alrighty, I'll clean it up and post it.


I'd be happy to see uncleaned code as well, you don't have to make an effort on my part!



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