I havent fully recursed but what I have done with this is use a DOOMformer to generate a level, have python compile it, have DOOMformer generate the name of the level, and use a DOOMformer brain to complete said level. I have also trained said DOOMformer (you can see the levels "weights" updating as it trains) to aim better lol
I think it might be more interesting to target Boom/Boom-compatible, if possible, rather than ZDoom. ZDoom already has so many advanced features, you could implement the entire thing trivially in ACS. At least a table of required engine features would be nice to see; some are likely already supported in other source ports.
the backbone implementation using ZDoom certainly wasnt difficult, but some aspects of scaling up were tricky. I definitely want to make it at least Boom compatible eventually
Next step - take the cpu implemented in transformers implement it here and make it play doom. The compute needed still won't be able run Crysis well though.
Nothing on this page looks made by a human, its _all_ generated, not a tiny bit of it, _all_ of it.
Guess having the word "doom" and "transformer"in your publication is enough today.
>a handwritten digit takes 163 seconds of real-time DOOM in one map at the default schedule and 8 seconds at --opt 3.
What does this refer to? What does schedule mean here, and what are these opt levels?
Edit: oh sweet Jesus
https://github.com/mottopanikeiku/doomformer/blob/main/docs/...
I havent fully recursed but what I have done with this is use a DOOMformer to generate a level, have python compile it, have DOOMformer generate the name of the level, and use a DOOMformer brain to complete said level. I have also trained said DOOMformer (you can see the levels "weights" updating as it trains) to aim better lol
I made a classifier play doom[0]. But you turned the whole network into Doom! Amazing
0: https://playground.jeffyclassify.com/#doom