by wanderingjew on 6/10/25, 1:58 PM with 37 comments
by selcuka on 6/10/25, 2:41 PM
Instead of adjusting the azimuth and retrying, I decided to take my chances and typed RUN to execute the one-line BASIC bootloader that starts the actual machine-code game.
To my surprise, the game started, but there was something odd. Even though I should have lost all my lives, the game kept going. Somehow the loading error had modified a few bytes in the game that were responsible for checking the game-over condition.
I finished the game several times without ever seeing the Game Over message. Well, the probability isn't as low as accidentally writing a game from scratch, but it's certainly interesting when you think about it.
by jerf on 6/10/25, 2:59 PM
I would say, however, given the staggering space of possible ROMs, it's not particularly cheating to change from using the acceptance criteria to judge random ROMs, to using the acceptance criteria in the generation phase. It's fine to do things like generate random opcodes instead of purely random numbers for the first 1KB, for instance.
It's really just an optimization of what you're already doing; it's equivalent to randomly generating a lot of options then rejecting the ones that don't fit, except it goes much faster and produces a lot more output of interest instead of burning energy on things that are just going to be rejected anyhow.
by staplung on 6/10/25, 3:18 PM
If you do the math based on the specs given in the story (and crucially, you assume that each possible book appears once) you end up with a library several times larger than the observable universe.
by a_cardboard_box on 6/10/25, 3:52 PM
While they will usually produce video on old CRTs, the video signal they generate is technically not valid. The VSync signal needs to be generated in software, and random programs are unlikely to do so correctly. Different TVs will behave differently (usually rolling on old TVs, blank on new TVs), and probably none would look like what the emulator is showing.
I tried running the game-like ROM in Stella and couldn't get it to work. It seems to depend on the startup state, which means it likely wouldn't run on an actual console.
by edent on 6/10/25, 4:06 PM
by JetSetIlly on 6/10/25, 3:06 PM
If you want to increase your chances of finding something but still generating a "complete" rom, then limit the size to 2k.
by tdjsnelling on 6/10/25, 4:04 PM
[1] https://libraryofbabel.app/ disclaimer - my own project
by xhrpost on 6/10/25, 5:32 PM
by jsnider3 on 6/10/25, 3:11 PM
by coldcity on 6/10/25, 3:46 PM
Quite a while ago I did something similar [1] with a much simpler problem space: 32-byte DOS programs and rudimentary genetic programming.
by mjd on 6/11/25, 5:59 AM
I'm in awe.
by anthk on 6/10/25, 10:10 PM
Also, instead of Z-Machine games, try writting Inform6 code, the games are highly modular and OOP oriented so creating something understandable can also be made without even an AI, just premade phrases with cliché settings.
by physix on 6/12/25, 5:00 AM
It would be cool to start with a random ROM image and then use a Monte Carlo technique (simulated annealing), making a set of random changes to the image by flipping bits, use the change in the "composite score" for the decision step in the MC iteration, and have your image "evolve" into something.
Repeat until one finds a game that is new!
Should only take a few ages of the universe. :-)
by p0w3n3d on 6/10/25, 9:40 PM
by _benj on 6/10/25, 5:41 PM
Not exactly the same but reminds me of one time I did an experiment with rational number attempting to see which patterns emerged… 111? 112? 113? etc.
by mock-possum on 6/11/25, 1:20 PM
by wannabebarista on 6/10/25, 6:55 PM
by VladVladikoff on 6/10/25, 3:08 PM
by freehorse on 6/10/25, 4:48 PM
by freehorse on 6/10/25, 4:47 PM
by Moosturm on 6/10/25, 2:38 PM