~/talk

How I trained an AI Model to Beat the 1990's Arcade Game Double Dragon

Talkat DevConf.US 2025 · 2025-09-19..09-20· [machine-learning, kubernetes]
links:none on file
slides:none on file

A distributed training pipeline uses OpenShift + KubeRay to run ~100 emulator instances across 24 A100s, training a PPO-based agent that reliably clears level one and sometimes beats the boss; the model learns a corner-and-elbow tactic. Observation and reward come from memory-scraped pixels and direct Game Boy memory addresses (distance traveled is the primary reward). Code, configs, and saved episodes are stored in S3 for iteration and debugging.

AI-written summary · about

  1. 0:00Introduction
  2. 3:13AI beats Double Dragon
  3. 7:08OpenShift AI infrastructure
  4. 11:30Emulator integration
  5. 17:07Training runs and metrics
  6. 20:24Neural network setup
  7. 25:27Action and observation spaces
  8. 28:17Memory manipulation and rewards
  9. 30:05Summary and future work
  10. 32:15Q&A
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