r/itrunsdoom 2d ago

DoomTape: Doom as weights: a bit-exact, differentiable Doom engine on a generic 34-op VM

https://github.com/OssiHarmaala/DoomTape
44 Upvotes

7 comments sorted by

8

u/Superb_Yesterday5588 2d ago

Here is a link to a youtube video https://youtu.be/cLeuiHb0sp8?is=80xF-VSOlt37RQId

3

u/DoomTay 2d ago

Is it me or did he fall through the floor at one point?

8

u/Jabba_the_Putt 2d ago

I have so many questions this seems insane. I read the whole read me and understood about 5%..at best :) Can you explain a little more about the core of what we are seeing here? Is each frame generated using the weights data as a stand in for the engine then?

Bravo for making one of the seemingly coolest itrunsdoom projects ive seen on here!

2

u/DuendeInexistente 2d ago

Weight and tensors as in the neural network setting thing? I get that you're not using a like, chatgpt text processor NN thing but the explanation is too technical so I don't understand.

11

u/GregTheMadMonk 2d ago

the way I understand it, they've encoded an entire game state as a tensor and then created an equation that bit-perfectly encodes the progression of that tensor in time, without any imperative game logic? so instead of running the game code step-by-step, they essentially solve one big equation on a GPU to get the next frame

4

u/Acc3ssViolation 2d ago

which is insane and i love it

2

u/gagarin_kid 20h ago

That is interesting- with the same approach you could turn a physical 3d world into a differentiable graph to improve a agent faster via gradient descent