A self-learning method of a game handle, comprising the following steps: S1: after initialization of the handle, reading a key value of an AI key in the game handle and identifying whether the AI key is pressed; if the AI key is pressed, identifying whether a pressing time of the AI key reaches a preset value; S2: after the pressing time of the AI key reaches the preset value, carrying out an erasing operation on a FLASH chip of the game handle; and after the erasing operation, controlling the game handle to output a first reminder; S3: after outputting the first reminder, starting to scan and read a key value of each key of the game handle, and identifying whether any key of the game handle is pressed at this time; S4: if any key is pressed, a timer starts to time, and go to step S401; S401: scanning, and reading data of the key value of a pressed key, S402: checking whether the timing period of the timer does reach a preset value, if yes, ending the step S4; in case the timer does not reach the preset value, S403: checking whether the pressed key is the AI key, if yes, ending step S4; in case the timing period of the timer does not reach a preset value and the pressed key is not the AI key, S404: outputting the data of the key value of the pressed key as real-time operation instruction through an output port of the game handle, and storing data of the key value of the pressed key in a FLASH memory in the game handle, and then go back to step S401 to process a further key press; S5: when a first condition is present, wherein the first condition is that the AI key is pressed but the pressed duration is shorter than the preset value, reading the key value data stored in the FLASH memory of the game handle, and outputting the key value data as operation instruction data through an output port of the game handle; wherein the step of S5 further includes: if it is detected that any key other than the AI key is pressed, S5 is stopped, thereby leaving from an AI output mode and returning to a state of real-time outputting instructions. S1: after initialization of the handle, reading a key value of an AI key in the game handle and identifying whether the AI key is pressed; if the AI key is pressed, identifying whether a pressing time of the AI key reaches a preset value; S2: after the pressing time of the AI key reaches the preset value, carrying out an erasing operation on a FLASH chip of the game handle; and after the erasing operation, controlling the game handle to output a first reminder; S3: after outputting the first reminder, starting to scan and read a key value of each key of the game handle, and identifying whether any key of the game handle is pressed at this time; S4: if any key is pressed, a timer starts to time, and go to step S401; S401: scanning, and reading data of the key value of a pressed key, S402: checking whether the timing period of the timer does reach a preset value, if yes, ending the step S4; in case the timer does not reach the preset value, S403: checking whether the pressed key is the AI key, if yes, ending step S4; in case the timing period of the timer does not reach a preset value and the pressed key is not the AI key, S404: outputting the data of the key value of the pressed key as real-time operation instruction through an output port of the game handle, and storing data of the key value of the pressed key in a FLASH memory in the game handle, and then go back to step S401 to process a further key press; S401: scanning, and reading data of the key value of a pressed key, S402: checking whether the timing period of the timer does reach a preset value, if yes, ending the step S4; in case the timer does not reach the preset value, S403: checking whether the pressed key is the AI key, if yes, ending step S4; in case the timing period of the timer does not reach a preset value and the pressed key is not the AI key, S404: outputting the data of the key value of the pressed key as real-time operation instruction through an output port of the game handle, and storing data of the key value of the pressed key in a FLASH memory in the game handle, and then go back to step S401 to process a further key press; S5: when a first condition is present, wherein the first condition is that the AI key is pressed but the pressed duration is shorter than the preset value, reading the key value data stored in the FLASH memory of the game handle, and outputting the key value data as operation instruction data through an output port of the game handle; wherein the step of S5 further includes: if it is detected that any key other than the AI key is pressed, S5 is stopped, thereby leaving from an AI output mode and returning to a state of real-time outputting instructions.