Codex iterated a pure NumPy + cv2 closed-loop heuristic policy for VizDoom D3 Battle. No neural network training, no map, no object coordinates, no seed-specific routes. Just screen pixels plus public game variables, roughly the same signals a human player gets. It works surprisingly well.
Notes and videos are now in the blog:
Codex grew programmatic policies with no neural nets: max score on Breakout, and SOTA-level scores on MuJoCo.
Maybe heuristics were not too weak. Maybe they were just too expensive to maintain. Maybe it's the next paradigm.