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General Discussion / shaders effect CRT scanlines
« Last post by mikty on June 24, 2018, 08:51:54 AM »
Hi,
Marvelous work for your emu.
Do you plan to add scanline effect ? It would be a perfect emu with this.
You talk about in 2017 but not a priority for you.
Have you change your mind ? It would be marvelous
Thanks
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Mini Projects / Dad's Song HTM
« Last post by Paul on June 23, 2018, 08:10:57 PM »
Inspired by an interview that Matt recently had with with David Schneider, we have decided to form a group to model in HTM the capabilities required to achieve the zebra finch’s ability to “mimic Dad’s song”.  Once we have accomplished this, we will have covered a lot of the main areas that are needed for embodying HTM, and I will be much closer to my goal of a seed AI for ARTUR.

Anyone interested in joining or just listening in on the verbose interactive brainstormy stuff is welcome to join our Slack channel
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General Discussion / Re: Nintendo switch
« Last post by Nato on May 22, 2018, 06:00:56 AM »
I don't see why not, the N64 library for the Virtual Console isn't the greatest.
Probably won't be long til you can install Retroarch with the mupen64 core..
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General Discussion / Nintendo switch
« Last post by Metalmusic3000 on May 16, 2018, 05:27:25 PM »
Since the nintendo switch has been hacked will it be possible to port mupen64 to it it is technically the shield tablet we all wanted with the tegra x1
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General Discussion / Re: Custom Gamepad (and Touchpad) Layouts!
« Last post by fzurita on May 10, 2018, 01:45:20 PM »
First, are you using the right app? It should be this one: https://play.google.com/store/apps/details?id=org.mupen64plusae.v3.fzurita

If you are, all you have to do is go to profiles, then touchscreen profiles, select "Everything" and hit copy, give it a new name and hit ok. You will be able to modify the layout there. Once you are done, go back to the beginning and select "Profiles" then "Select Profiles". In there you can choose the profile you created.

Also, you can override the default touchscreen profile for a game by selecting the game, going to settings, and changing the touchscreen profile there.
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General Discussion / Re: Custom Gamepad (and Touchpad) Layouts!
« Last post by Cnog on May 10, 2018, 11:02:07 AM »
Hello fellas,

I just wonder why all controllers have this unusable layout. I'm talking about the Z-button on the left side. In the most games, we need the Z-button while moving with the joystick. For example: Super Mario 64, Zelda, Banjo Kazooie or any shooter... even Zelda. So, there is really not one acceptable touch layout for those games.

I would set it for myself but there is no explanation for doing so. Where do I find the .ini file? Or where can I place my own button layout config and picture?

I wanted post some resized thumbnails but says external links aren't allowed. Fck it...



This set is for Banjo Kazooie/Tooie. The Z-button is close to A,B and C-pad. Works for Zelda, too.



This set is for Super Mario 64. Easy long jump using Z, even without auto-hold. The L-button and D-pad are required for some SM64 hacks. Works also perfect for Zelda OoT and MM.


Just tell me where to place the .ini and picture, pls.]
Btw. All your preset layouts say, you know what an N64 controller looks like but you actually never played this games. The Z-button on the left sucks in nearly every case.
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Miscellaneous / Re: ARTUR Exmachina
« Last post by Paul on April 24, 2018, 09:30:36 AM »
Also, your project may have an interesting twist if you built an actual insect robot at the same time  ;D

Definitely agree.  While the seed AI would probably not be intelligent enough to do very much interesting with a robot, the hope is that after many iterations through the recursion engine, it could be used to drive a toy robot.
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Miscellaneous / Re: ARTUR Exmachina
« Last post by Pocky on April 23, 2018, 04:50:29 PM »
You're basically rebuilding evolution in smaller scale haha. You mention any given state in the system should be remembered, this reminds me of many evolutionary instinct topics. Instinct is built based on remembered states, emotional contexts and consequences as well, just more solidified over time, like the instinct of all mammals to care for their young. But at the same time, some traumatic recurrent outliers events can be forgotten, and when they can't be forgotten there are issues that happen. So i guess the question is, how do you determine what and when a certain history should be "forgotten" so it doesn't badly influence your AI.
Also, your project may have an interesting twist if you built an actual insect robot at the same time  ;D
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Miscellaneous / Re: ARTUR Exmachina
« Last post by Paul on April 22, 2018, 10:20:06 PM »
The system will need to be built around generic rules, such that certain types of behaviors emerge as a result.  My current thoughts are:

Any given state in the system should be remembered along with the emotional context of that state each time it is encountered.  This emotional context should influence the actions taken in future semantically similar states.  Actions define the possible branches from a given context.  Whatever the particular combination of emotions the creature is experiencing should bias some actions over others, allowing the creature to try a variety of different actions in reoccurrences of a state.

Each emotion would have a range, and would diminish via logarithmic decay.

The level of fear in the creature would be increased based on:
  - Unexpected or wrongly predicted state
  - Level of future punishment predicted by the current state (due to past memories)
  - Actual punishment

When the level of fear is above a certain threshold, the system would narrow potential actions to those which are least flavored by previous fears, preferring those with the least predicted punishment.  This should result in the creature seeking a safe, familiar, predictable state when it is scared (running for cover, for example).  If there are no options remaining, actions which involve the greatest number of motor commands would be chosen (aggressively lashing out, for example)

The level of curiosity in the creature would be increased based on:
  - Unexpected or wrongly predicted state
  - Level of future reward predicted by the current state (due to past memories)
  - Actual reward

When the level of curiosity compared to the level of fear reaches a certain threshold, the system would narrow down potential actions to those which have the least amount of emotional flavoring, preferring those with the highest predicted reward.  This should result in the creature seeking out unfamiliar, new states, allowing it to form a better model of the environment, as well as to seek out rewards.  This should also result in a back-and-forth with fear behaviors (cautiously investigating after a threat has passed, for example)

The level of boredom in the creature would be the inverse of a logarithmic decay (opposite of the other two emotions).  Boredom would increase over time, and be decreased based on:
  - Unexpected or wrongly predicted state

When the level of boredom compared to the level of fear and curiosity reaches a certain threshold, the system would narrow down potential actions to those which have least frequently been tried in the current state.  This should result in a back-and-forth with curiosity behaviors, allowing the creature to seek out new stimuli (when it finds itself "stuck in a rut", for example).  This should also prevent the creature from finding a safe, familiar place, stopping, and never moving from there (since there isn't anything else like hunger or thirst to motivate exploration).
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