A friend of mine is beginning to build a NetHack bot (a bot that plays the Roguelike game: NetHack). There is a very good working bot for the similar game Angband, but it works partially because of the ease in going back to the town and always being able to scum low levels to gain items.
In NetHack, the problem is much more difficult, because the game rewards ballsy experimentation and is built basically as 1,000 edge cases.
Recently I suggested using some kind of naive bayesian analysis, in very much the same way spam is created.
Basically the bot would at first build a corpus, by trying every possible action with every item or creature it finds and storing that information with, for instance, how close to a death, injury of negative effect it was. Over time it seems like you could generate a reasonably playable model.
Can anyone point us in the right direction of what a good start would be? Am I barking up the wrong tree or misunderstanding the idea of bayesian analysis?
Edit: My friend put up a github repo of his NetHack patch that allows python bindings. It's still in a pretty primitive state but if anyone's interested...