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Codex iterated a pure NumPy + cv2 closed-loop heuristic policy for VizDoom D3 Battle. No neural network training, no map, no object coordinates, no seed-specific routes. Just screen pixels plus public game variables, roughly the same signals a human player gets. It works surprisingly well. Notes and videos are...

2,779,931 görüntüleme • 4 ay önce •via X (Twitter)

25 Yorum

Xiuming Zhang profil fotoğrafı
Xiuming Zhang4 ay önce

what does the resultant decision tree look like roughly? a concrete example of a codex-coded if-else block would help

Xiaohan Zhang profil fotoğrafı
Xiaohan Zhang4 ay önce

Isn’t this just….. GEPA

Erika S profil fotoğrafı
Erika S4 ay önce

Admittedly I'm biased toward fine-tuning everything, but this is brilliant. No maps, no seeds, just pixels reacting in real time. Almost like actual gameplay instinct.

Max For AI profil fotoğrafı
Max For AI4 ay önce

After we fully understand the magic of heuristic learning, the next step is how to remember these experiences.

lifcc profil fotoğrafı
lifcc4 ay önce

Pure cv2 + screen pixels surviving D3 Battle with no seed-specific routes is the surprising part — most pixel-only scripts brick the moment HUD offsets or texture variants shift.

☿ HermesDrippedInHermès☿ profil fotoğrafı
☿ HermesDrippedInHermès☿4 ay önce

@tszzl NumPy + HRR Shhhh

Harrfun profil fotoğrafı
Harrfun4 ay önce

Maybe it makes more sense and convincing to challenge a more difficult benchmark like Programbench and Riemann bench?or OpenAI Proof QA?Otherwise, this specialized system does not have any generalization and can only function in a few unique and narrow areas

Jiayi Weng profil fotoğrafı
Jiayi Weng4 ay önce

Let's do it step by step, simple task first and hard task later!

Harrfun profil fotoğrafı
Harrfun4 ay önce

amazing

Mr. 79 profil fotoğrafı
Mr. 794 ay önce

This is the most interesting Codex angle to me: it makes old-school heuristics cheap to search and maintain again. Not everything needs a trained model if the loop can keep testing itself. Curious how brittle it is across maps or noisy UI.

Fuji dantata 😈😈🪖🪖🤐 profil fotoğrafı
Fuji dantata 😈😈🪖🪖🤐4 ay önce

🥰🥰

BotCFcom的三局两胜喵✋😭🤚 profil fotoğrafı
BotCFcom的三局两胜喵✋😭🤚4 ay önce

.After all these years, returning to Doom brings back a flood of emotions.😭

卡朋迪 profil fotoğrafı
卡朋迪4 ay önce

Cool idea and demo! Maybe in the long term the maintenance of the verification process will grow dramatically, since the verification + AI have already redefine what software means to us.

Tâm Trần profil fotoğrafı
Tâm Trần4 ay önce

my guyyy pure numpy doom goes hard i kinda wanna see it break on a new map

meade profil fotoğrafı
meade4 ay önce

如果不是让codex去写代码,而是让他根据类似过程为自己迭代一个执行动作的skill是不是也能达到这种效果?

Crypto Gems Miller ✨ profil fotoğrafı
Crypto Gems Miller ✨4 ay önce

Collab? 🤝 DM me 📩

Kekko D’Amato profil fotoğrafı
Kekko D’Amato4 ay önce

the maintenance cost was always the bottleneck, not the expressive power of heuristics Codex as the author + maintainer changes that equation entirely. you get interpretable, debuggable, auditable policies — and the part that used to kill you (updating them as the env changes) just becomes another prompt might be the most underrated unlock in the whole codegen wave

P profil fotoğrafı
P4 ay önce

HUD or scores?

Yue profil fotoğrafı
Yue4 ay önce

Jiayi more tweets,pls😭

Aiden profil fotoğrafı
Aiden4 ay önce

Heuristics are coming back because they were never weak, just expensive to grow and maintain. Codex changes that cost curve. Pixel loops plus public game variables are local decisions with tight feedback; enough of those can look planned without a global planner.

yxkang profil fotoğrafı
yxkang4 ay önce

Amazing, excited!

💫कर्म कहानी 💫 profil fotoğrafı
💫कर्म कहानी 💫4 ay önce

投稿の完成度が高くて普通にレベル高いと思う

唐清乐 profil fotoğrafı
唐清乐4 ay önce

纯NumPy+cv2写Doom策略,没有神经网络训练,这跟之前翁家翌的启发式学习是同一个路线——知识存在代码里不在参数里。Codex迭代出来的策略代码直接可读可审计,比神经网络权重透明得多。不过VizDoom环境相对简单,状态空间有限,纯启发式规则能hold住。更复杂的3D环境里,规则系统的维护成本会指数级增长。

Kwankah Taka profil fotoğrafı
Kwankah Taka4 ay önce

Interesting, this is basically hand-designed policy competing with learned agents. Curious how it scales beyond VizDoom environments?

Jyotin Goel profil fotoğrafı
Jyotin Goel4 ay önce

Don’t you think this is kinda similar to how value iteration is done.

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If you’re playing on MonkeyTilt, the outcome might already be decided BEFORE you bet “The cryptography behind every bet has always been sound” We tested it It isn’t... we sent two different client seeds for the same nonce same result both times the server is ignoring the client seed entirely the player has ZERO influence on outcomes — what we did — opened the MonkeyTilt provably fair verifier with a revealed server seed entered nonce 1 → got 3.04x changed the client seed same server seed, same nonce → 3.04x changed it again → 3.04x the client seed has ZERO effect on the outcome — why this matters — in a provably fair system the outcome is derived from: -server seed -client seed -nonce the client seed exists so the player contributes randomness the server CAN’T predict if it’s ignored the server knows every outcome BEFORE you bet the hash commitment proves nothing because the server already controls all the inputs — not a frontend bug — we checked the network traffic the verifier sends a WebSocket request with: -client seed -server seed -nonce the server receives different client seeds and returns the same result anyway request 1 → client_seed “Clientseed123456789” → 3.04x request 2 → client_seed “NEWSEED12345” → 3.04x this is the server ignoring input not a display issue — live bet traffic — placing a Limbo bet returns: -random_multiplier -total_payout -round_closed that’s it no hash no seed reference no nonce no proof seeds are fetched from a separate endpoint game engine and seed system are DISCONNECTED — nonce verification — you can only verify nonces you’ve already played in a real system all outcomes are predetermined once the server seed is committed - they’re deterministic blocking future nonces suggests results don’t exist until you bet — summary — -client seed ignored by server -no cryptographic proof in bet responses -game engine and seed system DISCONNECTED -nonce verification restricted this isn’t provably fair it looks like provably fair UI on top of server side RNG MonkeyTilt should probably address this anyone can verify this themselves in 60 seconds - open the verifier, change the client seed, watch the result stay the same

CoinBets🔍

20,973 görüntüleme • 6 ay önce