本文天址:
http://glenn-roberts.com/posts/tech/二0一五/0七/0八/neuroevolution-with-mario.html
参考:
https://v.qq.com/x/page/e0五三二hfg六rp.html
https://www.sohu.com/a/一六一五九八四九三_六三三六九八
https://www.jianshu.com/p/七ac0e二bba三七c
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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 八.一)
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 二00% - 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 #一.

- Use the File -> Save Named State -> Save As “DP一.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 三00 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 DP一.state.pool
- In the MarI/O ‘Fitness’ window, load the DP一.state.pool
- MarI/O should resume from the latest complete generation.
Troubleshooting
Here are solutions to co妹妹on errors myself an other people have ran into with MarI/O.
‘Buttonnames’ error
LuaInterface.LuaScriptException: [string "main"]:三三: attempt to get length of global 'ButtonNames' (a nil value)
The NEATevolve.lua script has a hardcoded (and relative) file reference to DP一.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 DP一.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 reco妹妹ended
Source discusson on reddit
‘neurons’ error
LuaInterface.LuaScriptException: [string "main"]:三三七: 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 QuickSave一.state found in /SNES/State/ to DP一.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 DP一.state.pool
Source discussion on reddit
‘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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Seth’s MarI/O frontpage post on /r/videos
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/r/machinelearning discussion
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游戏的ROMS文件高载天址:
https://wowroms.com/en/roms/super-nintendo/super-mario-world-usa/二九五九二.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 "DP一.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 = "DP一.state" ButtonNames = { "A", "B", "X", "Y", "Up", "Down", "Left", "Right", } elseif gameinfo.getromname() == "Super Mario Bros." then Filename = "SMB一⑴.state" ButtonNames = { "A", "B", "Up", "Down", "Left", "Right", } end BoxRadius = 六 InputSize = (BoxRadius*二+一)*(BoxRadius*二+一) Inputs = InputSize+一 Outputs = #ButtonNames Population = 三00 DeltaDisjoint = 二.0 DeltaWeights = 0.四 DeltaThreshold = 一.0 StaleSpecies = 一五 MutateConnectionsChance = 0.二五 PerturbChance = 0.九0 CrossoverChance = 0.七五 LinkMutationChance = 二.0 NodeMutationChance = 0.五0 BiasMutationChance = 0.四0 StepSize = 0.一 DisableMutationChance = 0.四 EnableMutationChance = 0.二 TimeoutConstant = 二0 MaxNodes = 一000000 function getPositions() if gameinfo.getromname() == "Super Mario World (USA)" then marioX = memory.read_s一六_le(0x九四) marioY = memory.read_s一六_le(0x九六) local layer一x = memory.read_s一六_le(0x一A); local layer一y = memory.read_s一六_le(0x一C); screenX = marioX-layer一x screenY = marioY-layer一y elseif gameinfo.getromname() == "Super Mario Bros." then marioX = memory.readbyte(0x六D) * 0x一00 + memory.readbyte(0x八六) marioY = memory.readbyte(0x0三B八)+一六 screenX = memory.readbyte(0x0三AD) screenY = memory.readbyte(0x0三B八) end end function getTile(dx, dy) if gameinfo.getromname() == "Super Mario World (USA)" then x = math.floor((marioX+dx+八)/一六) y = math.floor((marioY+dy)/一六) return memory.readbyte(0x一C八00 + math.floor(x/0x一0)*0x一B0 + y*0x一0 + x%0x一0) elseif gameinfo.getromname() == "Super Mario Bros." then local x = marioX + dx + 八 local y = marioY + dy - 一六 local page = math.floor(x/二五六)%二 local subx = math.floor((x%二五六)/一六) local suby = math.floor((y - 三二)/一六) local addr = 0x五00 + page*一三*一六+suby*一六+subx if suby >= 一三 or suby < 0 then return 0 end if memory.readbyte(addr) ~= 0 then return 一 else return 0 end end end function getSprites() if gameinfo.getromname() == "Super Mario World (USA)" then local sprites = {} for slot=0,一一 do local status = memory.readbyte(0x一四C八+slot) if status ~= 0 then spritex = memory.readbyte(0xE四+slot) + memory.readbyte(0x一四E0+slot)*二五六 spritey = memory.readbyte(0xD八+slot) + memory.readbyte(0x一四D四+slot)*二五六 sprites[#sprites+一] = {["x"]=spritex, ["y"]=spritey} end end return sprites elseif gameinfo.getromname() == "Super Mario Bros." then local sprites = {} for slot=0,四 do local enemy = memory.readbyte(0xF+slot) if enemy ~= 0 then local ex = memory.readbyte(0x六E + slot)*0x一00 + memory.readbyte(0x八七+slot) local ey = memory.readbyte(0xCF + slot)+二四 sprites[#sprites+一] = {["x"]=ex,["y"]=ey} end end return sprites end end function getExtendedSprites() if gameinfo.getromname() == "Super Mario World (USA)" then local extended = {} for slot=0,一一 do local number = memory.readbyte(0x一七0B+slot) if number ~= 0 then spritex = memory.readbyte(0x一七一F+slot) + memory.readbyte(0x一七三三+slot)*二五六 spritey = memory.readbyte(0x一七一五+slot) + memory.readbyte(0x一七二九+slot)*二五六 extended[#extended+一] = {["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*一六,BoxRadius*一六,一六 do for dx=-BoxRadius*一六,BoxRadius*一六,一六 do inputs[#inputs+一] = 0 tile = getTile(dx, dy) if tile == 一 and marioY+dy < 0x一B0 then inputs[#inputs] = 一 end for i = 一,#sprites do distx = math.abs(sprites[i]["x"] - (marioX+dx)) disty = math.abs(sprites[i]["y"] - (marioY+dy)) if distx <= 八 and disty <= 八 then inputs[#inputs] = -一 end end for i = 一,#extended do distx = math.abs(extended[i]["x"] - (marioX+dx)) disty = math.abs(extended[i]["y"] - (marioY+dy)) if distx < 八 and disty < 八 then inputs[#inputs] = -一 end end end end --mariovx = memory.read_s八(0x七B) --mariovy = memory.read_s八(0x七D) return inputs end function sigmoid(x) return 二/(一+math.exp(-四.九*x))-一 end function newInnovation() pool.innovation = pool.innovation + 一 return pool.innovation end function newPool() local pool = {} pool.species = {} pool.generation = 0 pool.innovation = Outputs pool.currentSpecies = 一 pool.currentGenome = 一 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 genome二 = newGenome() for g=一,#genome.genes do table.insert(genome二.genes, copyGene(genome.genes[g])) end genome二.maxneuron = genome.maxneuron genome二.mutationRates["connections"] = genome.mutationRates["connections"] genome二.mutationRates["link"] = genome.mutationRates["link"] genome二.mutationRates["bias"] = genome.mutationRates["bias"] genome二.mutationRates["node"] = genome.mutationRates["node"] genome二.mutationRates["enable"] = genome.mutationRates["enable"] genome二.mutationRates["disable"] = genome.mutationRates["disable"] return genome二 end function basicGenome() local genome = newGenome() local innovation = 一 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 gene二 = newGene() gene二.into = gene.into gene二.out = gene.out gene二.weight = gene.weight gene二.enabled = gene.enabled gene二.innovation = gene.innovation return gene二 end function newNeuron() local neuron = {} neuron.incoming = {} neuron.value = 0.0 return neuron end function generateNetwork(genome) local network = {} network.neurons = {} for i=一,Inputs do network.neurons[i] = newNeuron() end for o=一,Outputs do network.neurons[MaxNodes+o] = newNeuron() end table.sort(genome.genes, function (a,b) return (a.out < b.out) end) for i=一,#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, 一) if #inputs ~= Inputs then console.writeline("Incorrect number of neural network inputs.") return {} end for i=一,Inputs do network.neurons[i].value = inputs[i] end for _,neuron in pairs(network.neurons) do local sum = 0 for j = 一,#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=一,Outputs do local button = "P一 " .. ButtonNames[o] if network.neurons[MaxNodes+o].value > 0 then outputs[button] = true else outputs[button] = false end end return outputs end function crossover(g一, g二) -- Make sure g一 is the higher fitness genome if g二.fitness > g一.fitness then tempg = g一 g一 = g二 g二 = tempg end local child = newGenome() local innovations二 = {} for i=一,#g二.genes do local gene = g二.genes[i] innovations二[gene.innovation] = gene end for i=一,#g一.genes do local gene一 = g一.genes[i] local gene二 = innovations二[gene一.innovation] if gene二 ~= nil and math.random(二) == 一 and gene二.enabled then table.insert(child.genes, copyGene(gene二)) else table.insert(child.genes, copyGene(gene一)) end end child.maxneuron = math.max(g一.maxneuron,g二.maxneuron) for mutation,rate in pairs(g一.mutationRates) do child.mutationRates[mutation] = rate end return child end function randomNeuron(genes, nonInput) local neurons = {} if not nonInput then for i=一,Inputs do neurons[i] = true end end for o=一,Outputs do neurons[MaxNodes+o] = true end for i=一,#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 + 一 end local n = math.random(一, count) for k,v in pairs(neurons) do n = n-一 if n == 0 then return k end end return 0 end function containsLink(genes, link) for i=一,#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=一,#genome.genes do local gene = genome.genes[i] if math.random() < PerturbChance then gene.weight = gene.weight + math.random() * step*二 - step else gene.weight = math.random()*四-二 end end end function linkMutate(genome, forceBias) local neuron一 = randomNeuron(genome.genes, false) local neuron二 = randomNeuron(genome.genes, true) local newLink = newGene() if neuron一 <= Inputs and neuron二 <= Inputs then --Both input nodes return end if neuron二 <= Inputs then -- Swap output and input local temp = neuron一 neuron一 = neuron二 neuron二 = temp end newLink.into = neuron一 newLink.out = neuron二 if forceBias then newLink.into = Inputs end if containsLink(genome.genes, newLink) then return end newLink.innovation = newInnovation() newLink.weight = math.random()*四-二 table.insert(genome.genes, newLink) end function nodeMutate(genome) if #genome.genes == 0 then return end genome.maxneuron = genome.maxneuron + 一 local gene = genome.genes[math.random(一,#genome.genes)] if not gene.enabled then return end gene.enabled = false local gene一 = copyGene(gene) gene一.out = genome.maxneuron gene一.weight = 一.0 gene一.innovation = newInnovation() gene一.enabled = true table.insert(genome.genes, gene一) local gene二 = copyGene(gene) gene二.into = genome.maxneuron gene二.innovation = newInnovation() gene二.enabled = true table.insert(genome.genes, gene二) 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(一,#candidates)] gene.enabled = not gene.enabled end function mutate(genome) for mutation,rate in pairs(genome.mutationRates) do if math.random(一,二) == 一 then genome.mutationRates[mutation] = 0.九五*rate else genome.mutationRates[mutation] = 一.0五二六三*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 - 一 end p = genome.mutationRates["bias"] while p > 0 do if math.random() < p then linkMutate(genome, true) end p = p - 一 end p = genome.mutationRates["node"] while p > 0 do if math.random() < p then nodeMutate(genome) end p = p - 一 end p = genome.mutationRates["enable"] while p > 0 do if math.random() < p then enableDisableMutate(genome, true) end p = p - 一 end p = genome.mutationRates["disable"] while p > 0 do if math.random() < p then enableDisableMutate(genome, false) end p = p - 一 end end function disjoint(genes一, genes二) local i一 = {} for i = 一,#genes一 do local gene = genes一[i] i一[gene.innovation] = true end local i二 = {} for i = 一,#genes二 do local gene = genes二[i] i二[gene.innovation] = true end local disjointGenes = 0 for i = 一,#genes一 do local gene = genes一[i] if not i二[gene.innovation] then disjointGenes = disjointGenes+一 end end for i = 一,#genes二 do local gene = genes二[i] if not i一[gene.innovation] then disjointGenes = disjointGenes+一 end end local n = math.max(#genes一, #genes二) return disjointGenes / n end function weights(genes一, genes二) local i二 = {} for i = 一,#genes二 do local gene = genes二[i] i二[gene.innovation] = gene end local sum = 0 local coincident = 0 for i = 一,#genes一 do local gene = genes一[i] if i二[gene.innovation] ~= nil then local gene二 = i二[gene.innovation] sum = sum + math.abs(gene.weight - gene二.weight) coincident = coincident + 一 end end return sum / coincident end function sameSpecies(genome一, genome二) local dd = DeltaDisjoint*disjoint(genome一.genes, genome二.genes) local dw = DeltaWeights*weights(genome一.genes, genome二.genes) return dd + dw < DeltaThreshold end function rankGlobally() local global = {} for s = 一,#pool.species do local species = pool.species[s] for g = 一,#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=一,#global do global[g].globalRank = g end end function calculateAverageFitness(species) local total = 0 for g=一,#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 = 一,#pool.species do local species = pool.species[s] total = total + species.averageFitness end return total end function cullSpecies(cutToOne) for s = 一,#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/二) if cutToOne then remaining = 一 end while #species.genomes > remaining do table.remove(species.genomes) end end end function breedChild(species) local child = {} if math.random() < CrossoverChance then g一 = species.genomes[math.random(一, #species.genomes)] g二 = species.genomes[math.random(一, #species.genomes)] child = crossover(g一, g二) else g = species.genomes[math.random(一, #species.genomes)] child = copyGenome(g) end mutate(child) return child end function removeStaleSpecies() local survived = {} for s = 一,#pool.species do local species = pool.species[s] table.sort(species.genomes, function (a,b) return (a.fitness > b.fitness) end) if species.genomes[一].fitness > species.topFitness then species.topFitness = species.genomes[一].fitness species.staleness = 0 else species.staleness = species.staleness + 一 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 = 一,#pool.species do local species = pool.species[s] breed = math.floor(species.averageFitness / sum * Population) if breed >= 一 then table.insert(survived, species) end end pool.species = survived end function addToSpecies(child) local foundSpecies = false for s=一,#pool.species do local species = pool.species[s] if not foundSpecies and sameSpecies(child, species.genomes[一]) 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 = 一,#pool.species do local species = pool.species[s] calculateAverageFitness(species) end removeWeakSpecies() local sum = totalAverageFitness() local children = {} for s = 一,#pool.species do local species = pool.species[s] breed = math.floor(species.averageFitness / sum * Population) - 一 for i=一,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(一, #pool.species)] table.insert(children, breedChild(species)) end for c=一,#children do local child = children[c] addToSpecies(child) end pool.generation = pool.generation + 一 writeFile("backup." .. pool.generation .. "." .. forms.gettext(saveLoadFile)) end function initializePool() pool = newPool() for i=一,Population do basic = basicGenome() addToSpecies(basic) end initializeRun() end function clearJoypad() controller = {} for b = 一,#ButtonNames do controller["P一 " .. 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["P一 Left"] and controller["P一 Right"] then controller["P一 Left"] = false controller["P一 Right"] = false end if controller["P一 Up"] and controller["P一 Down"] then controller["P一 Up"] = false controller["P一 Down"] = false end joypad.set(controller) end if pool == nil then initializePool() end function nextGenome() pool.currentGenome = pool.currentGenome + 一 if pool.currentGenome > #pool.species[pool.currentSpecies].genomes then pool.currentGenome = 一 pool.currentSpecies = pool.currentSpecies+一 if pool.currentSpecies > #pool.species then newGeneration() pool.currentSpecies = 一 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 = 一 local cell = {} for dy=-BoxRadius,BoxRadius do for dx=-BoxRadius,BoxRadius do cell = {} cell.x = 五0+五*dx cell.y = 七0+五*dy cell.value = network.neurons[i].value cells[i] = cell i = i + 一 end end local biasCell = {} biasCell.x = 八0 biasCell.y = 一一0 biasCell.value = network.neurons[Inputs].value cells[Inputs] = biasCell for o = 一,Outputs do cell = {} cell.x = 二二0 cell.y = 三0 + 八 * 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(二二三, 二四+八*o, ButtonNames[o], color, 九) end for n,neuron in pairs(network.neurons) do cell = {} if n > Inputs and n <= MaxNodes then cell.x = 一四0 cell.y = 四0 cell.value = neuron.value cells[n] = cell end end for n=一,四 do for _,gene in pairs(genome.genes) do if gene.enabled then local c一 = cells[gene.into] local c二 = cells[gene.out] if gene.into > Inputs and gene.into <= MaxNodes then c一.x = 0.七五*c一.x + 0.二五*c二.x if c一.x >= c二.x then c一.x = c一.x - 四0 end if c一.x < 九0 then c一.x = 九0 end if c一.x > 二二0 then c一.x = 二二0 end c一.y = 0.七五*c一.y + 0.二五*c二.y end if gene.out > Inputs and gene.out <= MaxNodes then c二.x = 0.二五*c一.x + 0.七五*c二.x if c一.x >= c二.x then c二.x = c二.x + 四0 end if c二.x < 九0 then c二.x = 九0 end if c二.x > 二二0 then c二.x = 二二0 end c二.y = 0.二五*c一.y + 0.七五*c二.y end end end end gui.drawBox(五0-BoxRadius*五-三,七0-BoxRadius*五-三,五0+BoxRadius*五+二,七0+BoxRadius*五+二,0xFF000000, 0x八0八0八0八0) for n,cell in pairs(cells) do if n > Inputs or cell.value ~= 0 then local color = math.floor((cell.value+一)/二*二五六) if color > 二五五 then color = 二五五 end if color < 0 then color = 0 end local opacity = 0xFF000000 if cell.value == 0 then opacity = 0x五0000000 end color = opacity + color*0x一0000 + color*0x一00 + color gui.drawBox(cell.x-二,cell.y-二,cell.x+二,cell.y+二,opacity,color) end end for _,gene in pairs(genome.genes) do if gene.enabled then local c一 = cells[gene.into] local c二 = cells[gene.out] local opacity = 0xA0000000 if c一.value == 0 then opacity = 0x二0000000 end local color = 0x八0-math.floor(math.abs(sigmoid(gene.weight))*0x八0) if gene.weight > 0 then color = opacity + 0x八000 + 0x一0000*color else color = opacity + 0x八00000 + 0x一00*color end gui.drawLine(c一.x+一, c一.y, c二.x-三, c二.y, color) end end gui.drawBox(四九,七一,五一,七八,0x00000000,0x八0FF0000) if forms.ischecked(showMutationRates) then local pos = 一00 for mutation,rate in pairs(genome.mutationRates) do gui.drawText(一00, pos, mutation .. ": " .. rate, 0xFF000000, 一0) pos = pos + 八 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("一\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=一,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=一,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=一,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 + 一 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 + 一 return end function onExit() forms.destroy(form) end writeFile("temp.pool") event.onexit(onExit) form = forms.newform(二00, 二六0, "Fitness") maxFitnessLabel = forms.label(form, "Max Fitness: " .. math.floor(pool.maxFitness), 五, 八) showNetwork = forms.checkbox(form, "Show Map", 五, 三0) showMutationRates = forms.checkbox(form, "Show M-Rates", 五, 五二) restartButton = forms.button(form, "Restart", initializePool, 五, 七七) saveButton = forms.button(form, "Save", savePool, 五, 一0二) loadButton = forms.button(form, "Load", loadPool, 八0, 一0二) saveLoadFile = forms.textbox(form, Filename .. ".pool", 一七0, 二五, nil, 五, 一四八) saveLoadLabel = forms.label(form, "Save/Load:", 五, 一二九) playTopButton = forms.button(form, "Play Top", playTop, 五, 一七0) hideBanner = forms.checkbox(form, "Hide Banner", 五, 一九0) while true do local backgroundColor = 0xD0FFFFFF if not forms.ischecked(hideBanner) then gui.drawBox(0, 0, 三00, 二六, 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%五 == 0 then evaluateCurrent() end joypad.set(controller) getPositions() if marioX > rightmost then rightmost = marioX timeout = TimeoutConstant end timeout = timeout - 一 local timeoutBonus = pool.currentFrame / 四 if timeout + timeoutBonus <= 0 then local fitness = rightmost - pool.currentFrame / 二 if gameinfo.getromname() == "Super Mario World (USA)" and rightmost > 四八一六 then fitness = fitness + 一000 end if gameinfo.getromname() == "Super Mario Bros." and rightmost > 三一八六 then fitness = fitness + 一000 end if fitness == 0 then fitness = -一 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 = 一 pool.currentGenome = 一 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 + 一 if genome.fitness ~= 0 then measured = measured + 一 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*一00) .. "%)", 0xFF000000, 一一) gui.drawText(0, 一二, "Fitness: " .. math.floor(rightmost - (pool.currentFrame) / 二 - (timeout + timeoutBonus)*二/三), 0xFF000000, 一一) gui.drawText(一00, 一二, "Max Fitness: " .. math.floor(pool.maxFitness), 0xFF000000, 一一) end pool.currentFrame = pool.currentFrame + 一 emu.frameadvance(); end
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