原文地址:
http://glenn-roberts.com/posts/tech/2015/07/08/neuroevolution-with-mario.html
参考:
https://v.qq.com/x/page/e0532hfg6rp.html
https://www.sohu.com/a/161598493_633698
https://www.jianshu.com/p/7ac0e2bba37c
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I was recently intrigued by Seth Bling’s MarI/O - a neural network slash genetic algorithm that teaches itself to play Super Mario World.
Seth’s implementation (in Lua) is based on the concept of NeuroEvolution of Augmenting Topologies (or NEAT). NEAT is a type of genetic algorithm which generates efficient artificial neural networks (ANNs) from a very simple starting network. It does so rather quickly too (compared to other evolutionary algorithms).
For another example of why this field is incredibly exciting, watch this amazing video of Google’s DeepMind learning and mastering space invaders. How good is that clutch shot at the end?!
Seth’s MarI/O can play both Super Mario World (SNES), and Super Mario Bros (NES). If you want to try it out yourself, read on.
Setup (Windows 8.1)
To evolve your own ANN with MarI/O that can play Super Mario World, here’s how to do it;
Installation
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Install BizHawk Prereqs
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Download and unzip BizHawk
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Get a copy of Seth’s MarI/O (call it neatevolve.lua )
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Put neatevolve.lua in the root folder of your BizHawk folder. (In the same dir as the EmuHawk executable.)
Emulator Setup
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Set BizHawk video Mode to OpenGL (not GDI+)
Config > Display > Display Method > Open GL
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Restart BizHawk for settings to take effect. Double check it actually works.
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Optional: Set emulation speed to 200% - this makes the evolution go a lot faster!
Initial State Setup
We need an initial/fresh game state that gets loaded for each genome. In other words, we need to save the ROM state at the start of the desired level we want MarI/O to learn.
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Load the Super Mario World (USA).sfc ROM.
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Start a new game
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Go to the level you want MarI/O to learn. I chose Yoshi’s Island #1.
- Use the File -> Save Named State -> Save As “DP1.state” in the BizHawk root folder (i.e. in the same dir as neatevolve.lua).
Now we have an initial state that MarI/O will load before each genome is evaluated.
Running MarI/O
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Load neatevolve.lua. You can do this via Tools->Lua Console. I prefer to drag and drop neatevolve.lua into the running emulator.
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MarI/O will load, creating a base set of about 300 very simple genomes. This is as per the NEAT methodology, which starts with a very simple ANNs (i.e. very few hidden nodes), and evolves from there.
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You can see the ANN that MarI/O is currently evaluating by checking ‘Show Map’ setting in the MarI/O ‘Fitness’ window.
Congratulations! If all goes well you’ll see Mario sitting there or jumping up and down, like an idiot, while it learns how to play the game. Don’t worry, it gets ‘smarter’.
Restarting MarI/O
MarI/O saves the genomes of a given generation in a .pool file. The current generation being evaluated is saved in temp.pool. After each generation, a new .pool file will be saved, prefixed with the generation number.
If your computer melts, and you need to restart MarI/O;
- Delete temp.pool
- Copy the desired generation .pool file to DP1.state.pool
- In the MarI/O ‘Fitness’ window, load the DP1.state.pool
- MarI/O should resume from the latest complete generation.
Troubleshooting
Here are solutions to common errors myself an other people have ran into with MarI/O.
‘Buttonnames’ error
LuaInterface.LuaScriptException: [string "main"]:33: attempt to get length of global 'ButtonNames' (a nil value)
The NEATevolve.lua script has a hardcoded (and relative) file reference to DP1.state. You need to make sure these files are in the same directory.
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Create a Save State in BizHawk at the start of the level you want the algorithm to learn.
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you’ll need to rename that file to DP1.state, and drop it in the same directory as the neatevolve.lua script. Putting both these files in the same directory as EmuHawk.exe is recommended
‘neurons’ error
LuaInterface.LuaScriptException: [string "main"]:337: attempt to index field 'neurons' (a nil value)
A similar error - try the solution above, and failing that;
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As above create a quicksave at the start of a level Renamed the QuickSave1.state found in /SNES/State/ to DP1.state and move it to the folder with the EmuHawk executable.
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Put the neatevolve.lua file in the same folder as EmuHawk.exe.
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Noticed while I was testing that it generated a temp.pool file that seemed to have all the variables in it. Renamed that file to DP1.state.pool
‘Parameter name: source’ error
"System.ArgumentNullException: Value cannot be null. Parameter name: source"
Are you running MarI/O in a VM? Check out my notes on running MarI/O on OSX
Resources
Check out these discussions for more info on MarI/O
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游戏的ROMS文件下载地址:
https://wowroms.com/en/roms/super-nintendo/super-mario-world-usa/29592.html
neatevolve.lua 文件内容:
-- MarI/O by SethBling -- Feel free to use this code, but please do not redistribute it. -- Intended for use with the BizHawk emulator and Super Mario World or Super Mario Bros. ROM. -- For SMW, make sure you have a save state named "DP1.state" at the beginning of a level, -- and put a copy in both the Lua folder and the root directory of BizHawk. if gameinfo.getromname() == "Super Mario World (USA)" then Filename = "DP1.state" ButtonNames = { "A", "B", "X", "Y", "Up", "Down", "Left", "Right", } elseif gameinfo.getromname() == "Super Mario Bros." then Filename = "SMB1-1.state" ButtonNames = { "A", "B", "Up", "Down", "Left", "Right", } end BoxRadius = 6 InputSize = (BoxRadius*2+1)*(BoxRadius*2+1) Inputs = InputSize+1 Outputs = #ButtonNames Population = 300 DeltaDisjoint = 2.0 DeltaWeights = 0.4 DeltaThreshold = 1.0 StaleSpecies = 15 MutateConnectionsChance = 0.25 PerturbChance = 0.90 CrossoverChance = 0.75 LinkMutationChance = 2.0 NodeMutationChance = 0.50 BiasMutationChance = 0.40 StepSize = 0.1 DisableMutationChance = 0.4 EnableMutationChance = 0.2 TimeoutConstant = 20 MaxNodes = 1000000 function getPositions() if gameinfo.getromname() == "Super Mario World (USA)" then marioX = memory.read_s16_le(0x94) marioY = memory.read_s16_le(0x96) local layer1x = memory.read_s16_le(0x1A); local layer1y = memory.read_s16_le(0x1C); screenX = marioX-layer1x screenY = marioY-layer1y elseif gameinfo.getromname() == "Super Mario Bros." then marioX = memory.readbyte(0x6D) * 0x100 + memory.readbyte(0x86) marioY = memory.readbyte(0x03B8)+16 screenX = memory.readbyte(0x03AD) screenY = memory.readbyte(0x03B8) end end function getTile(dx, dy) if gameinfo.getromname() == "Super Mario World (USA)" then x = math.floor((marioX+dx+8)/16) y = math.floor((marioY+dy)/16) return memory.readbyte(0x1C800 + math.floor(x/0x10)*0x1B0 + y*0x10 + x%0x10) elseif gameinfo.getromname() == "Super Mario Bros." then local x = marioX + dx + 8 local y = marioY + dy - 16 local page = math.floor(x/256)%2 local subx = math.floor((x%256)/16) local suby = math.floor((y - 32)/16) local addr = 0x500 + page*13*16+suby*16+subx if suby >= 13 or suby < 0 then return 0 end if memory.readbyte(addr) ~= 0 then return 1 else return 0 end end end function getSprites() if gameinfo.getromname() == "Super Mario World (USA)" then local sprites = {} for slot=0,11 do local status = memory.readbyte(0x14C8+slot) if status ~= 0 then spritex = memory.readbyte(0xE4+slot) + memory.readbyte(0x14E0+slot)*256 spritey = memory.readbyte(0xD8+slot) + memory.readbyte(0x14D4+slot)*256 sprites[#sprites+1] = {["x"]=spritex, ["y"]=spritey} end end return sprites elseif gameinfo.getromname() == "Super Mario Bros." then local sprites = {} for slot=0,4 do local enemy = memory.readbyte(0xF+slot) if enemy ~= 0 then local ex = memory.readbyte(0x6E + slot)*0x100 + memory.readbyte(0x87+slot) local ey = memory.readbyte(0xCF + slot)+24 sprites[#sprites+1] = {["x"]=ex,["y"]=ey} end end return sprites end end function getExtendedSprites() if gameinfo.getromname() == "Super Mario World (USA)" then local extended = {} for slot=0,11 do local number = memory.readbyte(0x170B+slot) if number ~= 0 then spritex = memory.readbyte(0x171F+slot) + memory.readbyte(0x1733+slot)*256 spritey = memory.readbyte(0x1715+slot) + memory.readbyte(0x1729+slot)*256 extended[#extended+1] = {["x"]=spritex, ["y"]=spritey} end end return extended elseif gameinfo.getromname() == "Super Mario Bros." then return {} end end function getInputs() getPositions() sprites = getSprites() extended = getExtendedSprites() local inputs = {} for dy=-BoxRadius*16,BoxRadius*16,16 do for dx=-BoxRadius*16,BoxRadius*16,16 do inputs[#inputs+1] = 0 tile = getTile(dx, dy) if tile == 1 and marioY+dy < 0x1B0 then inputs[#inputs] = 1 end for i = 1,#sprites do distx = math.abs(sprites[i]["x"] - (marioX+dx)) disty = math.abs(sprites[i]["y"] - (marioY+dy)) if distx <= 8 and disty <= 8 then inputs[#inputs] = -1 end end for i = 1,#extended do distx = math.abs(extended[i]["x"] - (marioX+dx)) disty = math.abs(extended[i]["y"] - (marioY+dy)) if distx < 8 and disty < 8 then inputs[#inputs] = -1 end end end end --mariovx = memory.read_s8(0x7B) --mariovy = memory.read_s8(0x7D) return inputs end function sigmoid(x) return 2/(1+math.exp(-4.9*x))-1 end function newInnovation() pool.innovation = pool.innovation + 1 return pool.innovation end function newPool() local pool = {} pool.species = {} pool.generation = 0 pool.innovation = Outputs pool.currentSpecies = 1 pool.currentGenome = 1 pool.currentFrame = 0 pool.maxFitness = 0 return pool end function newSpecies() local species = {} species.topFitness = 0 species.staleness = 0 species.genomes = {} species.averageFitness = 0 return species end function newGenome() local genome = {} genome.genes = {} genome.fitness = 0 genome.adjustedFitness = 0 genome.network = {} genome.maxneuron = 0 genome.globalRank = 0 genome.mutationRates = {} genome.mutationRates["connections"] = MutateConnectionsChance genome.mutationRates["link"] = LinkMutationChance genome.mutationRates["bias"] = BiasMutationChance genome.mutationRates["node"] = NodeMutationChance genome.mutationRates["enable"] = EnableMutationChance genome.mutationRates["disable"] = DisableMutationChance genome.mutationRates["step"] = StepSize return genome end function copyGenome(genome) local genome2 = newGenome() for g=1,#genome.genes do table.insert(genome2.genes, copyGene(genome.genes[g])) end genome2.maxneuron = genome.maxneuron genome2.mutationRates["connections"] = genome.mutationRates["connections"] genome2.mutationRates["link"] = genome.mutationRates["link"] genome2.mutationRates["bias"] = genome.mutationRates["bias"] genome2.mutationRates["node"] = genome.mutationRates["node"] genome2.mutationRates["enable"] = genome.mutationRates["enable"] genome2.mutationRates["disable"] = genome.mutationRates["disable"] return genome2 end function basicGenome() local genome = newGenome() local innovation = 1 genome.maxneuron = Inputs mutate(genome) return genome end function newGene() local gene = {} gene.into = 0 gene.out = 0 gene.weight = 0.0 gene.enabled = true gene.innovation = 0 return gene end function copyGene(gene) local gene2 = newGene() gene2.into = gene.into gene2.out = gene.out gene2.weight = gene.weight gene2.enabled = gene.enabled gene2.innovation = gene.innovation return gene2 end function newNeuron() local neuron = {} neuron.incoming = {} neuron.value = 0.0 return neuron end function generateNetwork(genome) local network = {} network.neurons = {} for i=1,Inputs do network.neurons[i] = newNeuron() end for o=1,Outputs do network.neurons[MaxNodes+o] = newNeuron() end table.sort(genome.genes, function (a,b) return (a.out < b.out) end) for i=1,#genome.genes do local gene = genome.genes[i] if gene.enabled then if network.neurons[gene.out] == nil then network.neurons[gene.out] = newNeuron() end local neuron = network.neurons[gene.out] table.insert(neuron.incoming, gene) if network.neurons[gene.into] == nil then network.neurons[gene.into] = newNeuron() end end end genome.network = network end function evaluateNetwork(network, inputs) table.insert(inputs, 1) if #inputs ~= Inputs then console.writeline("Incorrect number of neural network inputs.") return {} end for i=1,Inputs do network.neurons[i].value = inputs[i] end for _,neuron in pairs(network.neurons) do local sum = 0 for j = 1,#neuron.incoming do local incoming = neuron.incoming[j] local other = network.neurons[incoming.into] sum = sum + incoming.weight * other.value end if #neuron.incoming > 0 then neuron.value = sigmoid(sum) end end local outputs = {} for o=1,Outputs do local button = "P1 " .. ButtonNames[o] if network.neurons[MaxNodes+o].value > 0 then outputs[button] = true else outputs[button] = false end end return outputs end function crossover(g1, g2) -- Make sure g1 is the higher fitness genome if g2.fitness > g1.fitness then tempg = g1 g1 = g2 g2 = tempg end local child = newGenome() local innovations2 = {} for i=1,#g2.genes do local gene = g2.genes[i] innovations2[gene.innovation] = gene end for i=1,#g1.genes do local gene1 = g1.genes[i] local gene2 = innovations2[gene1.innovation] if gene2 ~= nil and math.random(2) == 1 and gene2.enabled then table.insert(child.genes, copyGene(gene2)) else table.insert(child.genes, copyGene(gene1)) end end child.maxneuron = math.max(g1.maxneuron,g2.maxneuron) for mutation,rate in pairs(g1.mutationRates) do child.mutationRates[mutation] = rate end return child end function randomNeuron(genes, nonInput) local neurons = {} if not nonInput then for i=1,Inputs do neurons[i] = true end end for o=1,Outputs do neurons[MaxNodes+o] = true end for i=1,#genes do if (not nonInput) or genes[i].into > Inputs then neurons[genes[i].into] = true end if (not nonInput) or genes[i].out > Inputs then neurons[genes[i].out] = true end end local count = 0 for _,_ in pairs(neurons) do count = count + 1 end local n = math.random(1, count) for k,v in pairs(neurons) do n = n-1 if n == 0 then return k end end return 0 end function containsLink(genes, link) for i=1,#genes do local gene = genes[i] if gene.into == link.into and gene.out == link.out then return true end end end function pointMutate(genome) local step = genome.mutationRates["step"] for i=1,#genome.genes do local gene = genome.genes[i] if math.random() < PerturbChance then gene.weight = gene.weight + math.random() * step*2 - step else gene.weight = math.random()*4-2 end end end function linkMutate(genome, forceBias) local neuron1 = randomNeuron(genome.genes, false) local neuron2 = randomNeuron(genome.genes, true) local newLink = newGene() if neuron1 <= Inputs and neuron2 <= Inputs then --Both input nodes return end if neuron2 <= Inputs then -- Swap output and input local temp = neuron1 neuron1 = neuron2 neuron2 = temp end newLink.into = neuron1 newLink.out = neuron2 if forceBias then newLink.into = Inputs end if containsLink(genome.genes, newLink) then return end newLink.innovation = newInnovation() newLink.weight = math.random()*4-2 table.insert(genome.genes, newLink) end function nodeMutate(genome) if #genome.genes == 0 then return end genome.maxneuron = genome.maxneuron + 1 local gene = genome.genes[math.random(1,#genome.genes)] if not gene.enabled then return end gene.enabled = false local gene1 = copyGene(gene) gene1.out = genome.maxneuron gene1.weight = 1.0 gene1.innovation = newInnovation() gene1.enabled = true table.insert(genome.genes, gene1) local gene2 = copyGene(gene) gene2.into = genome.maxneuron gene2.innovation = newInnovation() gene2.enabled = true table.insert(genome.genes, gene2) end function enableDisableMutate(genome, enable) local candidates = {} for _,gene in pairs(genome.genes) do if gene.enabled == not enable then table.insert(candidates, gene) end end if #candidates == 0 then return end local gene = candidates[math.random(1,#candidates)] gene.enabled = not gene.enabled end function mutate(genome) for mutation,rate in pairs(genome.mutationRates) do if math.random(1,2) == 1 then genome.mutationRates[mutation] = 0.95*rate else genome.mutationRates[mutation] = 1.05263*rate end end if math.random() < genome.mutationRates["connections"] then pointMutate(genome) end local p = genome.mutationRates["link"] while p > 0 do if math.random() < p then linkMutate(genome, false) end p = p - 1 end p = genome.mutationRates["bias"] while p > 0 do if math.random() < p then linkMutate(genome, true) end p = p - 1 end p = genome.mutationRates["node"] while p > 0 do if math.random() < p then nodeMutate(genome) end p = p - 1 end p = genome.mutationRates["enable"] while p > 0 do if math.random() < p then enableDisableMutate(genome, true) end p = p - 1 end p = genome.mutationRates["disable"] while p > 0 do if math.random() < p then enableDisableMutate(genome, false) end p = p - 1 end end function disjoint(genes1, genes2) local i1 = {} for i = 1,#genes1 do local gene = genes1[i] i1[gene.innovation] = true end local i2 = {} for i = 1,#genes2 do local gene = genes2[i] i2[gene.innovation] = true end local disjointGenes = 0 for i = 1,#genes1 do local gene = genes1[i] if not i2[gene.innovation] then disjointGenes = disjointGenes+1 end end for i = 1,#genes2 do local gene = genes2[i] if not i1[gene.innovation] then disjointGenes = disjointGenes+1 end end local n = math.max(#genes1, #genes2) return disjointGenes / n end function weights(genes1, genes2) local i2 = {} for i = 1,#genes2 do local gene = genes2[i] i2[gene.innovation] = gene end local sum = 0 local coincident = 0 for i = 1,#genes1 do local gene = genes1[i] if i2[gene.innovation] ~= nil then local gene2 = i2[gene.innovation] sum = sum + math.abs(gene.weight - gene2.weight) coincident = coincident + 1 end end return sum / coincident end function sameSpecies(genome1, genome2) local dd = DeltaDisjoint*disjoint(genome1.genes, genome2.genes) local dw = DeltaWeights*weights(genome1.genes, genome2.genes) return dd + dw < DeltaThreshold end function rankGlobally() local global = {} for s = 1,#pool.species do local species = pool.species[s] for g = 1,#species.genomes do table.insert(global, species.genomes[g]) end end table.sort(global, function (a,b) return (a.fitness < b.fitness) end) for g=1,#global do global[g].globalRank = g end end function calculateAverageFitness(species) local total = 0 for g=1,#species.genomes do local genome = species.genomes[g] total = total + genome.globalRank end species.averageFitness = total / #species.genomes end function totalAverageFitness() local total = 0 for s = 1,#pool.species do local species = pool.species[s] total = total + species.averageFitness end return total end function cullSpecies(cutToOne) for s = 1,#pool.species do local species = pool.species[s] table.sort(species.genomes, function (a,b) return (a.fitness > b.fitness) end) local remaining = math.ceil(#species.genomes/2) if cutToOne then remaining = 1 end while #species.genomes > remaining do table.remove(species.genomes) end end end function breedChild(species) local child = {} if math.random() < CrossoverChance then g1 = species.genomes[math.random(1, #species.genomes)] g2 = species.genomes[math.random(1, #species.genomes)] child = crossover(g1, g2) else g = species.genomes[math.random(1, #species.genomes)] child = copyGenome(g) end mutate(child) return child end function removeStaleSpecies() local survived = {} for s = 1,#pool.species do local species = pool.species[s] table.sort(species.genomes, function (a,b) return (a.fitness > b.fitness) end) if species.genomes[1].fitness > species.topFitness then species.topFitness = species.genomes[1].fitness species.staleness = 0 else species.staleness = species.staleness + 1 end if species.staleness < StaleSpecies or species.topFitness >= pool.maxFitness then table.insert(survived, species) end end pool.species = survived end function removeWeakSpecies() local survived = {} local sum = totalAverageFitness() for s = 1,#pool.species do local species = pool.species[s] breed = math.floor(species.averageFitness / sum * Population) if breed >= 1 then table.insert(survived, species) end end pool.species = survived end function addToSpecies(child) local foundSpecies = false for s=1,#pool.species do local species = pool.species[s] if not foundSpecies and sameSpecies(child, species.genomes[1]) then table.insert(species.genomes, child) foundSpecies = true end end if not foundSpecies then local childSpecies = newSpecies() table.insert(childSpecies.genomes, child) table.insert(pool.species, childSpecies) end end function newGeneration() cullSpecies(false) -- Cull the bottom half of each species rankGlobally() removeStaleSpecies() rankGlobally() for s = 1,#pool.species do local species = pool.species[s] calculateAverageFitness(species) end removeWeakSpecies() local sum = totalAverageFitness() local children = {} for s = 1,#pool.species do local species = pool.species[s] breed = math.floor(species.averageFitness / sum * Population) - 1 for i=1,breed do table.insert(children, breedChild(species)) end end cullSpecies(true) -- Cull all but the top member of each species while #children + #pool.species < Population do local species = pool.species[math.random(1, #pool.species)] table.insert(children, breedChild(species)) end for c=1,#children do local child = children[c] addToSpecies(child) end pool.generation = pool.generation + 1 writeFile("backup." .. pool.generation .. "." .. forms.gettext(saveLoadFile)) end function initializePool() pool = newPool() for i=1,Population do basic = basicGenome() addToSpecies(basic) end initializeRun() end function clearJoypad() controller = {} for b = 1,#ButtonNames do controller["P1 " .. ButtonNames[b]] = false end joypad.set(controller) end function initializeRun() savestate.load(Filename); rightmost = 0 pool.currentFrame = 0 timeout = TimeoutConstant clearJoypad() local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] generateNetwork(genome) evaluateCurrent() end function evaluateCurrent() local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] inputs = getInputs() controller = evaluateNetwork(genome.network, inputs) if controller["P1 Left"] and controller["P1 Right"] then controller["P1 Left"] = false controller["P1 Right"] = false end if controller["P1 Up"] and controller["P1 Down"] then controller["P1 Up"] = false controller["P1 Down"] = false end joypad.set(controller) end if pool == nil then initializePool() end function nextGenome() pool.currentGenome = pool.currentGenome + 1 if pool.currentGenome > #pool.species[pool.currentSpecies].genomes then pool.currentGenome = 1 pool.currentSpecies = pool.currentSpecies+1 if pool.currentSpecies > #pool.species then newGeneration() pool.currentSpecies = 1 end end end function fitnessAlreadyMeasured() local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] return genome.fitness ~= 0 end function displayGenome(genome) local network = genome.network local cells = {} local i = 1 local cell = {} for dy=-BoxRadius,BoxRadius do for dx=-BoxRadius,BoxRadius do cell = {} cell.x = 50+5*dx cell.y = 70+5*dy cell.value = network.neurons[i].value cells[i] = cell i = i + 1 end end local biasCell = {} biasCell.x = 80 biasCell.y = 110 biasCell.value = network.neurons[Inputs].value cells[Inputs] = biasCell for o = 1,Outputs do cell = {} cell.x = 220 cell.y = 30 + 8 * o cell.value = network.neurons[MaxNodes + o].value cells[MaxNodes+o] = cell local color if cell.value > 0 then color = 0xFF0000FF else color = 0xFF000000 end gui.drawText(223, 24+8*o, ButtonNames[o], color, 9) end for n,neuron in pairs(network.neurons) do cell = {} if n > Inputs and n <= MaxNodes then cell.x = 140 cell.y = 40 cell.value = neuron.value cells[n] = cell end end for n=1,4 do for _,gene in pairs(genome.genes) do if gene.enabled then local c1 = cells[gene.into] local c2 = cells[gene.out] if gene.into > Inputs and gene.into <= MaxNodes then c1.x = 0.75*c1.x + 0.25*c2.x if c1.x >= c2.x then c1.x = c1.x - 40 end if c1.x < 90 then c1.x = 90 end if c1.x > 220 then c1.x = 220 end c1.y = 0.75*c1.y + 0.25*c2.y end if gene.out > Inputs and gene.out <= MaxNodes then c2.x = 0.25*c1.x + 0.75*c2.x if c1.x >= c2.x then c2.x = c2.x + 40 end if c2.x < 90 then c2.x = 90 end if c2.x > 220 then c2.x = 220 end c2.y = 0.25*c1.y + 0.75*c2.y end end end end gui.drawBox(50-BoxRadius*5-3,70-BoxRadius*5-3,50+BoxRadius*5+2,70+BoxRadius*5+2,0xFF000000, 0x80808080) for n,cell in pairs(cells) do if n > Inputs or cell.value ~= 0 then local color = math.floor((cell.value+1)/2*256) if color > 255 then color = 255 end if color < 0 then color = 0 end local opacity = 0xFF000000 if cell.value == 0 then opacity = 0x50000000 end color = opacity + color*0x10000 + color*0x100 + color gui.drawBox(cell.x-2,cell.y-2,cell.x+2,cell.y+2,opacity,color) end end for _,gene in pairs(genome.genes) do if gene.enabled then local c1 = cells[gene.into] local c2 = cells[gene.out] local opacity = 0xA0000000 if c1.value == 0 then opacity = 0x20000000 end local color = 0x80-math.floor(math.abs(sigmoid(gene.weight))*0x80) if gene.weight > 0 then color = opacity + 0x8000 + 0x10000*color else color = opacity + 0x800000 + 0x100*color end gui.drawLine(c1.x+1, c1.y, c2.x-3, c2.y, color) end end gui.drawBox(49,71,51,78,0x00000000,0x80FF0000) if forms.ischecked(showMutationRates) then local pos = 100 for mutation,rate in pairs(genome.mutationRates) do gui.drawText(100, pos, mutation .. ": " .. rate, 0xFF000000, 10) pos = pos + 8 end end end function writeFile(filename) local file = io.open(filename, "w") file:write(pool.generation .. "\n") file:write(pool.maxFitness .. "\n") file:write(#pool.species .. "\n") for n,species in pairs(pool.species) do file:write(species.topFitness .. "\n") file:write(species.staleness .. "\n") file:write(#species.genomes .. "\n") for m,genome in pairs(species.genomes) do file:write(genome.fitness .. "\n") file:write(genome.maxneuron .. "\n") for mutation,rate in pairs(genome.mutationRates) do file:write(mutation .. "\n") file:write(rate .. "\n") end file:write("done\n") file:write(#genome.genes .. "\n") for l,gene in pairs(genome.genes) do file:write(gene.into .. " ") file:write(gene.out .. " ") file:write(gene.weight .. " ") file:write(gene.innovation .. " ") if(gene.enabled) then file:write("1\n") else file:write("0\n") end end end end file:close() end function savePool() local filename = forms.gettext(saveLoadFile) writeFile(filename) end function loadFile(filename) local file = io.open(filename, "r") pool = newPool() pool.generation = file:read("*number") pool.maxFitness = file:read("*number") forms.settext(maxFitnessLabel, "Max Fitness: " .. math.floor(pool.maxFitness)) local numSpecies = file:read("*number") for s=1,numSpecies do local species = newSpecies() table.insert(pool.species, species) species.topFitness = file:read("*number") species.staleness = file:read("*number") local numGenomes = file:read("*number") for g=1,numGenomes do local genome = newGenome() table.insert(species.genomes, genome) genome.fitness = file:read("*number") genome.maxneuron = file:read("*number") local line = file:read("*line") while line ~= "done" do genome.mutationRates[line] = file:read("*number") line = file:read("*line") end local numGenes = file:read("*number") for n=1,numGenes do local gene = newGene() table.insert(genome.genes, gene) local enabled gene.into, gene.out, gene.weight, gene.innovation, enabled = file:read("*number", "*number", "*number", "*number", "*number") if enabled == 0 then gene.enabled = false else gene.enabled = true end end end end file:close() while fitnessAlreadyMeasured() do nextGenome() end initializeRun() pool.currentFrame = pool.currentFrame + 1 end function loadPool() local filename = forms.gettext(saveLoadFile) loadFile(filename) end function playTop() local maxfitness = 0 local maxs, maxg for s,species in pairs(pool.species) do for g,genome in pairs(species.genomes) do if genome.fitness > maxfitness then maxfitness = genome.fitness maxs = s maxg = g end end end pool.currentSpecies = maxs pool.currentGenome = maxg pool.maxFitness = maxfitness forms.settext(maxFitnessLabel, "Max Fitness: " .. math.floor(pool.maxFitness)) initializeRun() pool.currentFrame = pool.currentFrame + 1 return end function onExit() forms.destroy(form) end writeFile("temp.pool") event.onexit(onExit) form = forms.newform(200, 260, "Fitness") maxFitnessLabel = forms.label(form, "Max Fitness: " .. math.floor(pool.maxFitness), 5, 8) showNetwork = forms.checkbox(form, "Show Map", 5, 30) showMutationRates = forms.checkbox(form, "Show M-Rates", 5, 52) restartButton = forms.button(form, "Restart", initializePool, 5, 77) saveButton = forms.button(form, "Save", savePool, 5, 102) loadButton = forms.button(form, "Load", loadPool, 80, 102) saveLoadFile = forms.textbox(form, Filename .. ".pool", 170, 25, nil, 5, 148) saveLoadLabel = forms.label(form, "Save/Load:", 5, 129) playTopButton = forms.button(form, "Play Top", playTop, 5, 170) hideBanner = forms.checkbox(form, "Hide Banner", 5, 190) while true do local backgroundColor = 0xD0FFFFFF if not forms.ischecked(hideBanner) then gui.drawBox(0, 0, 300, 26, backgroundColor, backgroundColor) end local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] if forms.ischecked(showNetwork) then displayGenome(genome) end if pool.currentFrame%5 == 0 then evaluateCurrent() end joypad.set(controller) getPositions() if marioX > rightmost then rightmost = marioX timeout = TimeoutConstant end timeout = timeout - 1 local timeoutBonus = pool.currentFrame / 4 if timeout + timeoutBonus <= 0 then local fitness = rightmost - pool.currentFrame / 2 if gameinfo.getromname() == "Super Mario World (USA)" and rightmost > 4816 then fitness = fitness + 1000 end if gameinfo.getromname() == "Super Mario Bros." and rightmost > 3186 then fitness = fitness + 1000 end if fitness == 0 then fitness = -1 end genome.fitness = fitness if fitness > pool.maxFitness then pool.maxFitness = fitness forms.settext(maxFitnessLabel, "Max Fitness: " .. math.floor(pool.maxFitness)) writeFile("backup." .. pool.generation .. "." .. forms.gettext(saveLoadFile)) end console.writeline("Gen " .. pool.generation .. " species " .. pool.currentSpecies .. " genome " .. pool.currentGenome .. " fitness: " .. fitness) pool.currentSpecies = 1 pool.currentGenome = 1 while fitnessAlreadyMeasured() do nextGenome() end initializeRun() end local measured = 0 local total = 0 for _,species in pairs(pool.species) do for _,genome in pairs(species.genomes) do total = total + 1 if genome.fitness ~= 0 then measured = measured + 1 end end end if not forms.ischecked(hideBanner) then gui.drawText(0, 0, "Gen " .. pool.generation .. " species " .. pool.currentSpecies .. " genome " .. pool.currentGenome .. " (" .. math.floor(measured/total*100) .. "%)", 0xFF000000, 11) gui.drawText(0, 12, "Fitness: " .. math.floor(rightmost - (pool.currentFrame) / 2 - (timeout + timeoutBonus)*2/3), 0xFF000000, 11) gui.drawText(100, 12, "Max Fitness: " .. math.floor(pool.maxFitness), 0xFF000000, 11) end pool.currentFrame = pool.currentFrame + 1 emu.frameadvance(); end
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注意:
neatevolve.lua 文件 和 DP1.State 需要放在同一目录下,不然的话执行lua脚本时会找不到游戏的起始状态文件(DP1.State)。
Super Mario World (USA).sfc 游戏文件的位置没有特殊要求,本人操作时为了方便便将其一并放在了模拟器的根目录中。