There is something deliciously karmic about this one.

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Eugene Jarvis hasn't made a game in around a decade, and is enjoying a well-deserved retirement, but in the 1980s especially this guy made the most brilliant and brutally tough arcade games around. Defender, Robotron: 2084, NARC, Smash TV—all very different, all excellent, and every single one will kick your ass and gobble quarters like there's no tomorrow.

Even in this company, Robotron: 2084 is arguably the toughest challenge of all (and as with Defender was co-developed with Larry DeMar). Released in 1982, the game is a chaotic top-down twin stick shooter featuring 8-way movement and firing: You play as a genetically engineered mutant trying to save the last remnants of humanity from the robotrons, a human-created race of robots that turned around and wiped out most of the planet.

Each level starts with humans scattered around the arena, and dozens upon dozens of robotrons moving and shooting towards both the humans and yourself: any touch means death, for both yourself and the humans. It's a game that forces you to keep moving and making split-second choices. It is impossible to save every human on every screen, so you're constantly making the least-worst decision (at breakneck speed) while trying to stay alive.

Former Microsoft engineer Dave Plummer, best-known as the creator of Task Manager and 3D Pinball for Windows, recently trained an AI to master Dave Theurer's 1981 classic Tempest. Tempest is an elegant game, but it's also one that has many more of what Plummer calls "guardrails"—a single movement axis, much more predictable enemy behaviours, and far fewer decisions being made moment-to-moment.

In what is surely some act of coding karma, Plummer has now focused on training an AI to beat Robotron: 2084, which I'm not even sure is possible. But training an AI to take on a near-impossible challenge built around saving humanity from a robot uprising? The irony is off the charts.

"We've already taught one machine to dominate Tempest, which is a bit like teaching a robot to fence beautifully," says Plummer. "Robotron is different. Robotron is teaching it to box its way out of a New Orleans riot."

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Plummer calls Robotron "a screaming 1982 arcade cabinet trying to murder you with a hundred simultaneous bad decisions at 60 frames a second [and] a brutally compressed lesson in real-time ...Read more: Full article on www.pcgamer.com

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