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vladfi1
searching Neon…
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7 ms
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by
vladfi1
10y ago
It was just basic stuff like player positions, velocities, and animation states.
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by
vladfi1
10y ago
In starcraft there's a much bigger advantage since humans are inherently "single threaded", and so you can get much bigger discrepancies in APM (or EPM). Smash is more like 1 unit vs 1 unit micro. The precision and timing are
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vladfi1
10y ago
Basically we tried that and it sort of works, but performance degrades pretty fast with each frame of delay. The issue is likely that it makes credit assignment much harder. Instead of seeing an immediate change in the state (which your cri
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vladfi1
10y ago
The bots are given a very reduced action set. The Falcon master bot actually had only cardinal directions on the control stick - later bots were also given the 4 diagonals.
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vladfi1
10y ago
It does not see the opponent's actions before they take effect on screen, and the actual controller states are not part of the feature representation we used (though they actually are somewhere in the RAM).
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by
vladfi1
10y ago
The main blocker on using pixels has been getting them from the emulator. I doubt pixels would give a big advantage over RAM features, especially after projectile and stage info is added (there's a PR pending). Captain Falcon (the main