I e, most robots fled and hid in the corners. I added additional critiera for hitting enemies, and the robots fled while randomly shooting bullets and hid in the corners...
No epic fights.
Hmm. Maybe I have the code somewhere...
My understanding, from talking to a ML friend this morning, is that the latest progress is taking reinforcement learning and applying deep learning approaches (nets, etc.) to it. The key becomes finding the right scoring algorithms to tweak the neural net correctly towards the desired outcome.
The self-play really is the reinforcement side of things at work. How you take that 'score' and use it to correctly modify the input weightings - be them in a neural net, traditional algorithm, etc. - is the key.
Does this not become something similar to supervised learning if you are scoring internal states of the game? (i.e. scoring on more than just the outcome and things that violate the rules?)