Proximal Policy Optimization (PPO) algorithm for Super Mario Bros
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Updated
Jul 24, 2021 - Python
Proximal Policy Optimization (PPO) algorithm for Super Mario Bros
Asynchronous Advantage Actor-Critic (A3C) algorithm for Super Mario Bros
An OpenAI Gym interface to Super Mario Bros. & Super Mario Bros. 2 (Lost Levels) on The NES
Play games without touching keyboard
一步步实现简易红白机模拟器运行超级玛丽,以https://github.com/amhndu/SimpleNES 为模板
Recreation of the classic Super Mario Bros game using the Phaser framework, with random level generation.
Official repository for "TOAD-GAN: Coherent Style Level Generation from a Single Example" by Maren Awiszus, Frederik Schubert and Bodo Rosenhahn.
This program evolves an AI using the NEAT algorithm to play Super Mario Bros.
An implementation of (Double/Dueling) Deep-Q Learning to play Super Mario Bros.
Classic Super Mario Bros. game implemented with Java for CS319 course
The remake of Super Mario Bros (1985) made with C++ and SDL2 library.
Random network distillation on Montezuma's Revenge and Super Mario Bros.
My implementation of a reinforcement learning model using Stable-Baselines3 to play the NES Super Mario Bros.
An open source reimplementation of Super Mario Bros. 2 written in Lua and LÖVE.
Reinforcement Learning for Super Mario Bros using A3C on GPU
Super Mario Bros. Level 1-1 in Javascript using HTML5 Canvas
Super Mario bros game using Rust Piston game engine
A work-in-progress remake of the original Super Mario Bros. for NES, in the browser using canvas and P5JS.
A recreation of the Super Mario Game from the Nintendo NES written in C++ using the SDL2 graphics library
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