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  • Discussion: How well can RuneScape be simulated?


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    Hi everyone!

    After watching how bots are trained to play Flappy Bird, the world's hardest game, or some other easy-to-recreate game, I've noticed that applying machine learning is relatively simple in these games. Specifically, there is no roadblock in re-creating the game and having millions of attempts at playing the game (lots of iteration and data). Applying this paradigm to RuneScape would allow botting to become data-driven rather than logic-driven, but would require a lot of data.

    If we take a relatively small mini-game, how would we generate enough useful data? One thing I've considered is running a RSPS and making game ticks very small, but RSPSs do not shed any light on server-sided phenomena. Is getting data from the actual game the only way? Is getting hundreds of thousands of data points impossible for most activities?

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