Sounds like a nice proof of concept, but I would have tried to identify the in-game variables as in [0] and identify the state of the game from there. Maybe it would take a bit longer, but in the end one could track if a player is sliding or was using an item and so on. Grabbing video frames and doing some kind of template matching on the still images sounds a bit... inconvenient. [0]: http://orbitaldecay.com/N64/Les…
Author here. That's an approach we considered as well, but we didn't want to have to use an emulator to play the game. Still, you could potentially get much richer information with that approach, and I'd love to see a demo based on it! [Edited for detail]
Kartlytics: Applying Big Data Analytics to Mario Kart
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Re: Kartlytics: Applying Big Data Analytics to Mario Kart
#22If you liked this, you might also like a general technique for automating NES games , with Mario Bros demo [1]. There is a video, research paper, and source code too. [1] http://www.cs.cmu.edu/~tom7/mario/
I just about lost my shit during a break here, when at the end of the video the AI actually ragequits during a game of Tetris.
Re: Kartlytics: Applying Big Data Analytics to Mario Kart
#23Earlier quoted context omitted.
Author here. That's an approach we considered as well, but we didn't want to have to use an emulator to play the game. Still, you could potentially get much richer information with that approach, and I'd love to see a demo based on it! [Edited for detail]
I know what you mean. Nevertheless, there are USB controllers which feel like the real thing. Mupen64plus behaves just like the original console so this might be a start. Here are some memory locations I found: https://sites.google.com/site/jamesskingdom/Home/video-game-...
Re: Kartlytics: Applying Big Data Analytics to Mario Kart
#24Liquipedia needs this for StarCraft2 VODs.
You don't even need the VODs, because a replay encodes all the information about the game already in machine readable form. I wouldn't be surprised if someone somewhere is already doing large scale analysis of available SC2 replays.
Re: Kartlytics: Applying Big Data Analytics to Mario Kart
#25Liquipedia needs this for StarCraft2 VODs.
You don't even need the VODs, because a replay encodes all the information about the game already in machine readable form. I wouldn't be surprised if someone somewhere is already doing large scale analysis of available SC2 replays.
Re: Kartlytics: Applying Big Data Analytics to Mario Kart
#26Earlier quoted context omitted.
Author here. That's an approach we considered as well, but we didn't want to have to use an emulator to play the game. Still, you could potentially get much richer information with that approach, and I'd love to see a demo based on it! [Edited for detail]
I know what you mean. Nevertheless, there are USB controllers which feel like the real thing. Mupen64plus behaves just like the original console so this might be a start. Here are some memory locations I found: https://sites.google.com/site/jamesskingdom/Home/video-game-...
I've played Conker's Bad Fur Day using one of these and an S-Video cable plugged to the TV, and it really feels like the real thing :)
Re: Kartlytics: Applying Big Data Analytics to Mario Kart
#27Sounds like a nice proof of concept, but I would have tried to identify the in-game variables as in [0] and identify the state of the game from there. Maybe it would take a bit longer, but in the end one could track if a player is sliding or was using an item and so on. Grabbing video frames and doing some kind of template matching on the still images sounds a bit... inconvenient. [0]: http://orbitaldecay.com/N64/Les…