https://www.reddit.com/r/nethack/comments/2tluxv/yaap_fullau...
Previously discussed: https://news.ycombinator.com/item?id=8990869
The code: https://github.com/krajj7/BotHack
It was very carefully written in Clojure, and the result is some beautiful and fairly self explanatory code. The bit that ties everything together to define the way the bot behaves:
https://github.com/krajj7/BotHack/blob/master/src/bothack/bo...
(I did find BotHack[1] and a video of its' first ascension[2], both of which are cool)
https://github.com/krajj7/BotHack
Assume it was playing 3.4.3. It was using pudding farming to get legitimate wins, which is glitchy.
I’m way too old to know this stuff. But I played roguelikes in their day on a UNIX PC, so maybe it’s OK.
https://github.com/krajj7/BotHack
https://www.reddit.com/r/nethack/comments/2tluxv/yaap_fullau...
Edit: I remember looking at BotHack at the time and being surprised at how extensively and elaborately hard-coded the strategy and evaluations were. This is definitely not machine learning!
Edit 2: HN discussion at the time: https://news.ycombinator.com/item?id=8990869
Moreover, we already have machines that are extremely proficient at solving very complex games when given enough context: expert systems. One very notable example is the bot which successfully completed the game NetHack [0]. Would DeepMind's novelty-based reward technique work for NetHack?