Ah yes I heard about that AI a while back. Now it does use "hundreds of (NES) CPU hours", I assume for one playing session of a game, and the same approach in Dolphin would be a bit slow. What could possibly work and run in real time, is to try to build predictions of actions effect on the game world, rather than looking ahead in time at the actual consequences.
What I was thinking more of though is either write an AI for playing a specific game, by detecting various variables in that game, and if there is good access to data like world geometry, character locations, etc. But it might make more sense to do as a game hack than being related to Dolphin for some games (like Super Smash Brothers, I think AI tweaking have been done already in project M).
One typical task is to build a case-based reasoner for a game, and try to train it to play well, the whole working-on-the-memory-with-no-knowledge idea is interesting, but I don't think the time has come yet for it to work out very well (in the future, maybe an extremely good AI will read the memory and understand the game, like a person understands from looking at the screen)
What I was thinking more of though is either write an AI for playing a specific game, by detecting various variables in that game, and if there is good access to data like world geometry, character locations, etc. But it might make more sense to do as a game hack than being related to Dolphin for some games (like Super Smash Brothers, I think AI tweaking have been done already in project M).
One typical task is to build a case-based reasoner for a game, and try to train it to play well, the whole working-on-the-memory-with-no-knowledge idea is interesting, but I don't think the time has come yet for it to work out very well (in the future, maybe an extremely good AI will read the memory and understand the game, like a person understands from looking at the screen)
Specs: intel i5 3570k @ 3.4GHz;
16Gb RAM; Raedon HD 7900;
Win8 64-Bit
16Gb RAM; Raedon HD 7900;
Win8 64-Bit
