FastAI learns to play Fall Guys - Undetectable Fall Guys bot.
Video Statistics and Information
Channel: ClarityCoders
Views: 718,040
Rating: undefined out of 5
Keywords: fastai, fall guys, ai plays fall guys, ai fall guys, python fall guys, fall guys hacks, Fall Guys bot, fastai2, fastai machine learning, fastai pytorch, Fastai marching learning
Id: GS_0ZKzrvk0
Channel Id: undefined
Length: 12min 13sec (733 seconds)
Published: Thu Sep 24 2020
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Cool project, you could train a second network to detect the map and make some kind of mechanism to find out if the network won.
Then let it play and record the footage every time it won/qualified.
Relearn every n (e.g. n=100) successful games and plot how many games it did have to play to reach 100 wins.
You might also train on the past 3 images for one output and see if performance increases, that would be interesting. I probably wouldn't use rnns for speed reasons, but they actually could be decent if you keep the state from the last input.
Awesome project! I'm the founder of fastai, the lib used here, and wanted you all to know that if you're interested in learning how to do this too, the software, course, and book are all free as a service to the community, and have no ads:
FYI, the approach shown in this Fall Guys video very closely follows what you learn in lesson 1 of the course (chapter 1 of the book).
That's a really interesting project! Nice work
It's late so I will clean the code up a bit more tomorrow but here is the GitHub if you want to start messing around!
GitHub
Small programming group Discord
Really Nice!! Great work!
Nothing against OP and I think this is well done for the method being used, but to me this points out a lot of what is wrong about AI right now. This method takes a problem that could easily be solved by using some generic vision processing and mostly hard-coded logic, over-simplifies it so that even the best resulting AI model will still not be optimal, runs an inefficient and generic machine learning algorithm that is not particularly suited for this specific task, and results in a block box model that is probably overfit to the exact data it was trained on and cannot be easily tweaked to apply to even very similar problems.
Obviously this project is just for fun, but the same sorts of methods are being used for things like trying to make autonomous vehicles and other things that are actually important. There are some problems that are appropriate for just throwing a ton of data into a grinder and hoping a good model comes out, but these sorts of methods seem to be used for everything these days.
Great work! Much respect! Was a little bit hoping for a reinforcement learning algorithm as well though!
Easy Anti-Cheat is such trash, just week I played a game where every single level this one person just flew instantly to the end and beat the level in 5 secs. It was the most obvious thing ever. If they can't catch something that basic, literally never touching the ground the whole game or beating the map in 1/10 the minimum time it takes, then idk what hope there is for that game.
That being said, Colab and the free training GPU they give you is really awesome!
Interesting that you used canny for preprocessing. Was it used in the originally trained network as well?
While it worked as a proof of concept (awesome results given the effort), supervised learning as applied here doesn't seem to be a good fit for exploring bugs and cheats. But if semi-supervised or reinforcement learning were successfully applied, it would be a great tool for just regular testing in video game development (which I think is really lacking these days).