From the actual paper: "Game Settings: The game’s state was represented by
a 120 × 45 3-channel RGB image, health points and the
current tick number (within the episode). Additionally, a kind
of memory was implemented by making the agent use 4 last
states as the neural network’s input. The nonvisual inputs
(health, ammo) were fed directly to the first fully-connected
So yes, they gave it two integers from the internal workings of the game, solely because the player gets those values from the visuals, but they are using such a lo-res version of the visuals that the program can't get that info from it. Seriously, the AI is getting it's information from the screenbuffer, albeit a very very lo-res screenbuffer (because each pixel is an input to a neural net, they don't want to overload the network with too many inputs).