verne.freenode.net changed the topic of #mlpack to: http://www.mlpack.org/ -- We don't respond instantly... but we will respond. Give it a few minutes. Or hours. -- Channel logs: http://www.mlpack.org/irc/
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< travis-ci> mlpack/mlpack#690 (master - 6359987 : marcus): The build passed.
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< zoq> wow the appveyor build passed
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< zoq> wow two times in a row, hopefully this isn't a april fool
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< travis-ci> mlpack/mlpack#691 (master - 66cb285 : marcus): The build passed.
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< virtualgod> zoq: in the nes emulator, fceux stops responding for me once mario spawns. But it receives commands when sent through communication module and updates game state
< virtualgod> zoq: is this normal behaviour?
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< zoq> virtualgod: yeah, once mario spawns; the game waits for user inputs via the communication module (server). Once it received a command, it processes the next x frames using the last command (moving command).
< virtualgod> zoq: so visually there will be no change?
< zoq> virtualgod: right, nothing happens until the emulator receives the next command.
< virtualgod> zoq: ok
< zoq> virtualgod: I set the default 'frame rate' to 30 frames for testing, so if you type d ('moving right'), it will use the 'moving right' command for the next 30 frames until it waits for the next command. But this is only for testing, because you have to type 'd' 30 times to see some progress if you set it to 1. If you use a machine learning approach I would set it to a lower value probably 1.
< virtualgod> zoq: I will change it when I test it with some ml algorithm later. Right now I was just trying out things that I could do with it
< virtualgod> zoq: can the game info which is obtained be modified to get some other stuff like time?
< zoq> virtualgod: I guess it would be more clear if you test it yourself. You could run the game without the lua script, and see what happens with mario if you press the 'moving forward' key once, you have to press 28 or 14 times the 'moving forward' key to move one block forward.
< zoq> virtualgod: Yeah, if you need more information, we can certainly add that information, time, number of coins, etc.
< virtualgod> zoq: ok. Thanks
< zoq> virtualgod: There is this really nice wiki: http://datacrystal.romhacking.net/wiki/Super_Mario_Bros.:RAM_map that helps a lot.
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< virtualgod> zoq: cool. So this communication module can be applied to any nes game by modifying the input/output command right?
< zoq> virtualgod: Right
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