Video summary
I Trained an AI to Beat Gorilla Tag’s Fastest Player
Main summary
Key takeaways
AI Training Setup & Goal
- The video describes training multiple AI-controlled gorillas in Gorilla Tag to discover the fastest possible movement strategy to beat an elite competitive pro player.
- Initial problem: the AI had no experience with walking—it initially moved by swinging arms extremely fast.
Reward / Learning Objective
To guide the AI, the presenter introduced reward signals and learning goals:
- Goal: reach the target balls.
- The AI was rewarded only when it reached the target faster than before.
- Method: reinforced learning via many repeated attempts, where the AI explores new hand/arm movement strategies and improves through trial and error.
Scale / Speed of Training
- 24 gorillas learning simultaneously.
- Training runs sped up at 20×.
- After a few hundred attempts, the AI’s movement improved substantially.
Making Movement More Human-Like (Product-Feature-Like Controls)
To reduce non-human motion, the presenter added two tuning parameters:
- Hand speed slider: limits arm speed.
- Hand smoothing slider: smooths motion to reduce jitter.
Effect:
- Early movement looked non-human.
- After additional tuning/attempts, the motion became more “legit” (less robotic/jittery).
Curriculum Learning: From Simple to Real Race Conditions
The AI’s objectives and training environment were expanded step-by-step.
Expanded Race Objective
- New goal: start on one side of the map and sprint to a ball as fast as possible.
- Reward: improved time each run.
Terrain Realism
- First training: flat surface (easier movement).
- Then training: bumpy/uneven terrain, where it initially got stuck on hilly sections.
Fix for Getting Stuck
- Adjusted the AI to move its hands up/down more.
Obstacle / Path Learning
- The presenter introduced hazard scenarios, including a pit from the real Gorilla Tag stump in forest.
- Then trained the gorillas to avoid objects that block their path on the Gorilla Tag Forest map (the map used by the competitive player).
Race Targeting & Performance Improvement
Route Matching
- The AI was assigned a race position matching the competitive opponent’s known path/route.
Benchmarking / Timeline
- Reported pro run time for that exact spot: ~9 seconds.
- AI behavior:
- First attempt: roughly ~4 seconds (fast start)
- Then it required longer learning (“grind”)
- After about an hour, time-lapses showed the route evolving from scattered movement to a near-straight optimal line.
Claimed Outcome
- The AI eventually produced a run that appeared to catch/approach the pro, then “beat” them.
Important Corrections: Bugs, Timing Logic, and Recalculations
Misidentified “Pro Player”
- The “pro player” the AI beat was later revealed to be the presenter (“me”), not the real pro, due to misunderstanding / previous setup.
External Reference (Undead) and Math Discrepancy
- The presenter cites community source Undead, who claims fastest achievable race time is ~2.35 seconds.
- A discrepancy was found: the reference time corresponded to a shorter race distance.
Distance / Time Comparison
- Undead’s ~2.35 s corresponded to 23.5 m.
- The presenter’s setup race length was 35.7 m (~52% longer).
The presenter recalculated:
- ( 23.5 \text{ m} / 2.35 \text{ s} \approx 10 \text{ m/s} )
- Applying 10 m/s to 35.7 m gives an expected time of about 3.67 s.
Conclusion: the AI was chasing an incorrect benchmark time.
Bug: Unfair “Flying” at the Start
- An early bug let gorillas fly at the start, giving an unfair speed advantage.
- After fixing the bug, the AI struggled to beat the target time.
Timing / Success Condition Fixes
- Success previously counted when within ~1.5 meters of the finish line; this was corrected.
- Additional issues causing flying were also fixed.
Final Behavior Insight (What the Optimal Run Looked Like)
After corrections and extended training, the AI produced an extremely fast run.
- The start reportedly looked different from the later motion:
- At the very beginning, the AI used a “crazy” hand/arm move.
- Then it transitioned into a more traditional competitive running style.
- The presenter notes that the pro-style segment was arguably one of the most optimal patterns the AI could converge on.
Main Speakers / Sources
- Main speaker: the video creator/presenter (the “I” who trained and tested the AI; later identified as “me” in the race).
- External source mentioned: Undead (video explaining fastest race time and providing the ~2.35 s reference with math).
- Other community reference: Horizon (person who pointed the presenter to Undead’s video).
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