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Cloudsurfer48902/lilmainacombat-dqn-policy
lilmainacombat-dqn-policy is a reinforcement learning model from Cloudsurfer48902. Use it for the reinforcement learning task on the model card, and read the license before you ship it in a product. It is set up for custom. The card lists the license as mit.
Model: DQN policy that powers the Neural difficulty tier in Lil Maina Combat, a 2D fighting game (Java 26 / Gradle). It learns to fight by self-play against a scripted rule-based opponent and beats every built-in diff…
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Updated Aug 5, 2026
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From the Hugging Face model README
Model: DQN policy that powers the Neural difficulty tier in Lil Maina Combat, a 2D fighting game (Java 26 / Gradle). It learns to fight by self-play against a scripted rule-based opponent and beats every built-in difficulty tier.
| Architecture | MLP 10 -> 64 -> 64 -> 6 (ReLU hidden, linear output) |
| Input | 10-dim normalized fight state |
| Output | Q-values over 6 actions (attack, block, approach, retreat, jump, hold) |
| File | fighter_policy.bin (~42 KB, custom binary LFCDQN1, version 1, double precision) |
| License | MIT |
| Model type | DQN (Deep Q-Network), greedy argmax policy |
Features are mirrored per-agent so the same policy plays both sides of the fight.
Greedy (argmax) policy vs. each built-in rule tier, on two independent 200-game ladder evals (1200 games):
| Opponent | Win rate |
|---|---|
| Easy | 100% |
| Medium | 100% |
| Hard | 100% |
0 losses across all 1200 games. The GUI Neural tier plays this exact greedy policy.
NeuralNet net = ModelPersistence.loadOrNull("fighter_policy.bin");
The game ships the file as fighter_policy.bin and embeds it in packaged builds (jar / AppImage / Windows .exe) so the Neural tier works self-contained.