How I trained an AI Model to Beat the 1990's Arcade Game Double Dragon
summary
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.
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chapters (10)
- 0:00Introduction
- 3:13AI beats Double Dragon
- 7:08OpenShift AI infrastructure
- 11:30Emulator integration
- 17:07Training runs and metrics
- 20:24Neural network setup
- 25:27Action and observation spaces
- 28:17Memory manipulation and rewards
- 30:05Summary and future work
- 32:15Q&A
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