-- MarI/O by SethBling rewritten for use with FCEUX by Akisame (used 3DI70R's version as a reference to save time but I have been told by him that he used juvester's script as a reference https://github.com/juvester/mari-o-fceux.) -- There is a version that is closer to the original. This is not that version. In this version I have changed various things to speed up the learning process and give mario more tool with which he can complete levels -- Pressing N will show the Neural net, pressing M will show the mutation rates, pressing L will load the last saved generation and pressing B will display the genome with the top fitness and T will activate the turbo. -- This file includes all the fixes from my bizhawk version (https://pastebin.com/dKYFKg2E) and an extra fix to hopefully prevent the formation of a monospecies when we encounter a major bottleneck -- If you want to start your own stream with this script I would appreciate it if you would include this file as well as SethBling's original version in the description -- Keep in mind that this code is provided for Non-Commercial usage and it is not permitted to request financial compensation (either by means of ads, donations, subscriptions or other means) for selling, streaming or otherwise previewing this code or its execution. -- This is still just an early version and it may be subjected to further changes in the future. -- To use this script just download FCEUX and create a savestate in state 1 for smb. click file -> lua -> 'new lua script window' and load the script. -- Have fun! --FCEUX doesn't allow for user string input but if you press 'L' on your keyboard it should load the latest generation that was saved --for loading specific generations replace nil with the filename as shown in the example below savedpool = nil --savedpool = 'backups/backup.429.SMB1-1.state.pool' --savedpool = "backups/backup.5.SMB1-1.state.pool" -- HUD options. These can be changed on the fly by pressing 'M' for the mutation rates and 'N' for the network mutation_rates_disp = false neural_net_disp = true --set to false if you want warning popups before loading anything that might cause you to lose your current progress nopopup = true savestate_slot = 1 -- Load the level from FCEUX savestate slot. Set to 3 if you are loading a level that mario has reached by completing another level SAVE_LOAD_FILE = "SMB1-1.state.pool" --filename to be used player = 2 --1 for mario 2 for luigi AllowAutoTurbo = true --Automatic turbo AllowSlowdownNearMax = true --This is slow down the turbo when it nears to furthest it has currently gotten FirstGenSpeedup = true --This will speed up the first generation BottleneckTurbo = true --Activate turbo on bottleneck detection TurboGenBottleneck = 20 --will start the turbo when it is in a bottleneck for 25 generations. Please adjust to match you taste os.execute("mkdir backups") --create the folder to save the pools in SavestateObj = savestate.object(savestate_slot) ButtonNames = { "A", "B", "up", "down", "left", "right", } BoxRadius = 6 InputSize = (BoxRadius*2+1)*(BoxRadius*2+1) switchtime = {10,12,18} switchtimer = {} initialswitchvalue = {} for i=1,#switchtime do switchtimer[i] = switchtime[i] initialswitchvalue[i] = 1 end Inputs = InputSize+1+#initialswitchvalue Outputs = #ButtonNames Population = 1000 DeltaDisjoint = 2.0 DeltaWeights = 0.4 DeltaThreshold = 1.0 keyflag = false --used for keyboard input endlevel = false preparenext = false secondbest = 0 maxright = 0 restoreturbo = false StaleSpecies = 25 --increased slightly to allow for longer evolution mariohole = false --flag for mario falling into a hole mariopipe = false --flag for mario exiting a pipe marioPipeEnter = false --new flag for entering a pipe offset = 0 --offset value for when mario exits a pipe timebonus = 0 --timebonus to prevent the hard drops in fitness when exiting a pipe maxcounter = 0 --species that reach the max fitness currentTracker = 0 --tracks location on screen loop = false --flag for when a loop is detected previousmaxfitness = 0 bottleneckcounter = 0 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 oscilationmutationchance = 0.2 interbreedchance = 0.03 TimeoutConstant = 120 --set to a higher value but see for yourself what is acceptable MaxNodes = 1000000 function getPositions() marioX = memory.readbyte(0x6D) * 0x100 + memory.readbyte(0x86) marioY = memory.readbyte(0x03B8)+16 mariostate = memory.readbyte(0x0E) --get mario's state. (entering exiting pipes, dying, picking up a mushroom etc etc) currentscreen = memory.readbyte(0x071A) --finds current screen for loop detection nextscreen = memory.readbyte(0x071B) --finds next screen CurrentWorld = memory.readbyte(0x075F) --finds the current world (value + 1 is world) CurrentLevel = memory.readbyte(0x0760) --finds the current level (0=1 2=2 3=3 4=4) demoruncheck = memory.readbyte(0x0770) --equals 0 for demo and 1 for normal run screenX = memory.readbyte(0x03AD) screenY = memory.readbyte(0x03B8) end function getTile(dx, dy) 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 function getSprites() 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)+36 --changed this to stop sprites from floating in mid air on the neural network sprites[#sprites+1] = {["x"]=ex,["y"]=ey} end end return sprites end function getInputs() getPositions() sprites = getSprites() 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+16)) 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 pool.maxcounter = 0 --counter for %max species reached return pool end function newSpecies() local species = {} species.topFitness = 0 species.staleness = 0 species.genomes = {} species.averageFitness = 0 return species end function getCurrentGenome() local species = pool.species[pool.currentSpecies] return species.genomes[pool.currentGenome] end function toRGBA(ARGB) return bit.lshift(ARGB, 8) + bit.rshift(ARGB, 24) end function newGenome() local genome = {} genome.genes = {} genome.fitness = 0 genome.adjustedFitness = 0 genome.network = {} genome.maxneuron = 0 genome.globalRank = 0 genome.oscilations = {} for i=1,#switchtime do genome.oscilations[i] = switchtime[i] end 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 genome.mutationRates["oscilation"] = oscilationmutationchance return genome end function copyGenome(genome) local genome2 = newGenome() for g=1,#genome.genes do table.insert(genome2.genes, copyGene(genome.genes[g])) end for i=1,#genome.oscilations do genome2.oscilations[i] = genome.oscilations[i] 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"] genome2.mutationRates["oscilation"] = genome.mutationRates["oscilation"] 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 neuron.switcher = false neuron.timer = 60 neuron.multiplier = 1 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, genome) table.insert(inputs, 1) -- bias input node for i = 1,#initialswitchvalue do if genome.oscilations[i] > 0 then if switchtimer[i] > 0 then switchtimer[i] = switchtimer[i] -1 else switchtimer[i] = genome.oscilations[i] initialswitchvalue[i] = initialswitchvalue[i]*-1 end end table.insert(inputs, initialswitchvalue[i]) end if #inputs ~= Inputs then emu.print("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 if neuron.switcher and sigmoid(sum)>0 then neuron.timer = neuron.timer - 1 elseif neuron.switcher then neuron.timer = 120 neuron.multiplier = 1 end if neuron.switcher and neuron.timer < 0 then neuron.multiplier = -neuron.multiplier neuron.timer = 10 end neuron.value = sigmoid(sum) * neuron.multiplier end end local outputs = {} for o=1,Outputs do local button = 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() for i=1,#g1.oscilations do child.oscilations[i] = g1.oscilations[i] end 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 oscilationMutate(genome) mutationpoint = math.random(1,#genome.oscilations) if genome.oscilations[mutationpoint]>0 then if math.random(1,2) == 1 then genome.oscilations[mutationpoint] = genome.oscilations[mutationpoint] + 1 else genome.oscilations[mutationpoint] = genome.oscilations[mutationpoint] - 1 end end if genome.oscilations[mutationpoint]<0 then genome.oscilations[mutationpoint] = 0 end 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 p = genome.mutationRates["oscilation"] while p > 0 do if math.random() < p then oscilationMutate(genome) 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 secondbestspecies() --added this to help prevent the formation of monospecies when MarI/O encounters a major bottleneck local bestfitness = 0 local secondbestfitness = 0 for s = 1,#pool.species do local species = pool.species[s] if species.topFitness > bestfitness then secondbestfitness = bestfitness bestfitness = species.topFitness elseif species.topFitness > secondbestfitness then secondbestfitness = species.topFitness end end return secondbestfitness end function removeStaleSpecies() local survived = {} secondbest = secondbestspecies() emu.print("Max Fitness: ".. pool.maxFitness ..". second best: ".. secondbest) 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 >= secondbest then --originally species.topFitness >= pool.maxFitness 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() if pool.maxFitness > previousmaxfitness then previousmaxfitness = pool.maxFitness bottleneckcounter = 0 if AllowAutoTurbo then emu.speedmode("normal") turbo = false end else bottleneckcounter = bottleneckcounter + 1 end if bottleneckcounter < 7 and Population > 300 then if pool.generation < 5 then Population = math.floor(Population * 0.9) else Population = math.floor(Population * 0.95) end if Population < 300 then Population = 300 end elseif bottleneckcounter > 10 and Population <900 then Population = math.floor(Population * 1.10) if Population > 900 then Population = 900 end end if bottleneckcounter > 20 then bottleneckcounter = 0 end if bottleneckcounter > TurboGenBottleneck and AllowAutoTurbo and BottleneckTurbo then emu.speedmode("turbo") turbo = true end 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 if #pool.species < 30 then interbreedchance = 0.1 else interbreedchance = 0.03 end for i=1,#pool.species do if math.random() < interbreedchance then local counterbreed = math.random(1, #pool.species) if counterbreed ~= i then table.insert(children, crossover(pool.species[i].genomes[1], pool.species[counterbreed].genomes[1])) end end end 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 pool.maxcounter = 0 --reset max fitness counter writeFile("backups/backup." .. pool.generation .. "." .. SAVE_LOAD_FILE) writelatestgen() --tracker for the latest generation 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[ButtonNames[b]] = false end joypad.set(player, controller) end function initializeRun() savestate.load(SavestateObj); rightmost = 0 pool.currentFrame = 0 timeout = TimeoutConstant clearJoypad() currentTracker = memory.readbyte(0x071A) --sets the current tracker to the current screen local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] for i=1,#genome.oscilations do switchtimer[i] = genome.oscilations[i] initialswitchvalue[i] = 1 end 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, genome) if controller["left"] and controller["right"] then controller["left"] = false controller["right"] = false end if controller["up"] and controller["down"] then controller["up"] = false controller["down"] = false end joypad.set(player, 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 GenerateNewKeepBest(genome) Population = 1000 previousbest = copyGenome(genome) previousmaxfitness = 1 maxright = 1 offset = 0 --offset in x coordinates for pipe timebonus = 0 --used to freeze fitness mariohole = false --reset the fallen into hole variable mariopipe = false --is mario exiting a pipe or just teleporting loop = false --is this a loop? marioPipeEnter = false --has mario entered a pipe currentTracker = 1 --tracker for the loop pool = newPool() addToSpecies(previousbest) for i=1,Population-1 do basic = basicGenome() addToSpecies(basic) end initializeRun() end function displayGenome(genome) gui.opacity(0.53) if not genome then return end 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-#initialswitchvalue].value cells[Inputs-#initialswitchvalue] = biasCell for i=0,#initialswitchvalue-1 do local switchCell = {} switchCell.x = 80-10*#initialswitchvalue+10*i switchCell.y = 110 switchCell.value = network.neurons[Inputs-i].value cells[Inputs-i] = switchCell end gui.drawbox(215,32,245,82,toRGBA(0x80808080),toRGBA(0x00000000)) gui.opacity(0.85) 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 = 0xFF777777-- original color = 0xFF000000 end gui.drawtext(225, 26+8*o, ButtonNames[o], toRGBA(color), 0x0) --moved slightly for better alignment 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 -- if neuron.value >0 then -- neuron.switcher = true -- end 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, toRGBA(0x80808080), toRGBA(0xFF000000)) 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,toRGBA(color), toRGBA(opacity)) 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 = 0xF0000000 if pool.generation > 50 then opacity = 0x80000000 end if c1.value == 0 then if pool.generation <10 then --slowly reducing the visibility of non active connections opacity = 0x80000000 elseif pool.generation < 15 then opacity = 0x60000000 elseif pool.generation < 25 then opacity = 0x40000000 end 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 if c1.value ~= 0 or pool.generation < 50 then -- remove non active connections from generation 50 onwards gui.drawline(c1.x+1, c1.y, c2.x-3, c2.y, toRGBA(color)) end end end gui.drawbox(49,71,51,78,toRGBA(0x80FF0000),toRGBA(0x00000000)) if mutation_rates_disp then local pos = 120 for mutation,rate in pairs(genome.mutationRates) do gui.drawtext(16, pos, mutation .. ": " .. rate, toRGBA(0xFF000000), 0x0) 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(Population .. "\n") file:write(bottleneckcounter .. "\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 file:write(#genome.oscilations .. "\n") for i=1,#genome.oscilations do file:write(genome.oscilations[i] .. "\n") end end end file:close() end function savePool() --used to save when a new max fitness is reached local filename = "backups/backup." .. pool.generation .. "." .. SAVE_LOAD_FILE writeFile(filename) emu.print("saved pool due to new max fitness") --suggestion by DeltaLeeds end function loadFile(filename) local file = io.open(filename, "r") pool = newPool() pool.generation = file:read("*number") pool.maxFitness = file:read("*number") Population = file:read("*number") bottleneckcounter = file:read("*number") 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 --I am able to revert back to the original loading script with FCEUX 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 local numosci = file:read("*number") for i=1,numosci do genome.oscilations[i] = file:read("*number") end end end file:close() while fitnessAlreadyMeasured() do nextGenome() end initializeRun() pool.currentFrame = pool.currentFrame + 1 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 initializeRun() pool.currentFrame = pool.currentFrame + 1 return end function fitnesstracker() if pool.maxFitness > 0 then local file = io.open('fitnesstracker.txt', "a") file:write("Gen: " .. pool.generation .. " Species: " .. pool.currentSpecies .. " Genome: " .. pool.currentGenome .. " Fitness: ".. pool.maxFitness .. "\n") file:close() end end function writelatestgen() --used to write the generation tracker to a file local file = io.open('backups/latestgen', "w") file:write(SAVE_LOAD_FILE .. "\n") file:write(savestate_slot .. "\n") file:write(pool.generation) file:close() end function readlatestgen() --used to retrieve the latest generation from a file local file = io.open('backups/latestgen', "r") SAVE_LOAD_FILE = file:read("*line") savestate_slot = file:read("*number") SavestateObj = savestate.object(savestate_slot) local latestgen = file:read("*number") file:close() local name = 'backups/backup.'.. latestgen .. '.' .. SAVE_LOAD_FILE print('loaded: '.. name) return name end function keyboardinput() local keyboard = input.get() if keyboard['N'] and keyflag == false then if neural_net_disp then neural_net_disp = false else neural_net_disp = true end keyflag = true end if keyboard['M'] and keyflag == false then if mutation_rates_disp then mutation_rates_disp = false else mutation_rates_disp = true end keyflag = true end if keyboard['L'] and keyflag == false then if not nopopup then local loadyn = input.popup('Are you sure you want to load the last saved generation?') end if loadyn == 'yes' or nopopup then name = readlatestgen() loadFile(name) end keyflag = true end if keyboard['B'] and keyflag == false then if not nopopup then local loadyn = input.popup('Are you sure you want to show the topFitness genome?') end if loadyn == 'yes' or nopopup then playTop() end end if not (keyboard['N'] or keyboard['L'] or keyboard['M'] or keyboard['T'] or keyboard['B']) and keyflag == true then keyflag = false end if keyboard['T'] and keyflag == false then if turbo then emu.speedmode("normal") turbo = false print('stop turbo') elseif not turbo and not restoreturbo then emu.speedmode("turbo") turbo = true elseif restoreturbo then restoreturbo = false end keyflag = true end end if savedpool then loadFile(savedpool) end writeFile("temp.pool") while true do keyboardinput() local backgroundColor = toRGBA(0xD0FFFFFF) gui.drawbox(0, 0, 260, 30, backgroundColor, backgroundColor) if pool.maxcounter == nil then pool.maxcounter = 0 emu.print("caught missing variable") end local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] if neural_net_disp then displayGenome(genome) end if pool.generation == 0 and pool.currentSpecies ~= 1 and not turbo and AllowAutoTurbo and FirstGenSpeedup then emu.speedmode("turbo") turbo = true -- elseif pool.generation == 2 and turbo and AllowAutoTurbo and FirstGenSpeedup then -- emu.speedmode("normal") -- turbo = false end if pool.currentFrame%5 == 0 then evaluateCurrent() end joypad.set(player, controller) getPositions() if mariostate == 2 or mariostate == 3 then --detects when mario enters a pipe marioPipeEnter = true end if (CurrentWorld == 3 and CurrentLevel == 4) or (CurrentWorld == 6 and CurrentLevel == 4) or (CurrentWorld == 7 and CurrentLevel == 3) then if currentTracker == currentscreen or currentTracker == nextscreen and not mariopipe then --follows the progress of mario currentTracker = nextscreen elseif currentTracker > nextscreen and not mariopipe and not marioPipeEnter and mariostate ~= 7 then --if mario suddenly goes back trigger loop detection loop = true elseif currentscreen == 0 and nextscreen == 0 and mariopipe and mariostate ~= 7 then -- if mario enters a piperoom negate loop detection loop = false currentTracker = nextscreen elseif nextscreen >= (currentTracker - 1) and mariopipe and mariostate ~= 7 then -- if mario goes forward in the level by entering a pipe negate loop detection loop = false currentTracker = nextscreen pipeexit = true else --if nothing is true then we are in a loop if not pipeexit then --prevents the extra one frame flicker of the tracker loop = true else pipeexit = false end end end if marioPipeEnter == true and mariostate == 7 then --set mariopipe when exiting the pipe mariopipe = true end if mariopipe == true and mariostate ~= 7 and rightmost > marioX and not mariohole then --calculate offset offset = rightmost - marioX mariopipe = false marioPipeEnter = false elseif mariopipe == true and mariostate ~= 7 and rightmost <= marioX and not mariohole then --if the exit coordinates are higher than rightmost after exiting a pipe set offset to 0 offset = 0 mariopipe = false marioPipeEnter = false end if marioY + memory.readbyte(0xB5)*255 > 512 then --added the fallen into a hole variable that will activate when mario goes below screen mariohole = true end if marioX + offset > rightmost and mariohole == false and loop == false and marioPipeEnter == false and not killtrigger then rightmost = marioX + offset --if TimeoutConstant - timeout > 20 then --this is required for 4-4 so walking left will not give a big penalty timebonus = timebonus + (TimeoutConstant - timeout) * 11/20 --end timeout = TimeoutConstant end if marioPipeEnter == true then --freeze fitness and timer when mario enters a pipe timeout = timeout + 1 timebonus = timebonus + 2/3 end if mariostate == 4 or endlevel then timeout = timeout +1 timebonus = timebonus + 2/3 endlevel = true end if endlevel and mariostate == 8 then SAVE_LOAD_FILE = "SMB".. CurrentWorld+1 .."-".. CurrentLevel ..".state.pool" savestate_slot = 3 Savestatebackup = savestate.object(3) savestate.save(Savestatebackup) savestate.persist(Savestatebackup) savestate.save(SavestateObj) endlevel = false preparenext = true end if CurrentWorld == 0 and CurrentLevel == 0 and demoruncheck == 0 then savestate.load(SavestateObj) end timeout = timeout - 1 if preparenext then preparenext = false GenerateNewKeepBest(genome) end if rightmost + offset > maxright*0.85 then maxright = rightmost + offset if turbo and maxright > 200 and AllowSlowdownNearMax then emu.speedmode("normal") turbo = false restoreturbo = true end elseif restoreturbo then emu.speedmode("turbo") turbo = true restoreturbo = false end local timeoutBonus = pool.currentFrame / 4 if (mariostate == 11 or mariohole or math.floor(rightmost - (pool.currentFrame) / 2 + - (timeout + timeoutBonus)*2/3 +20 + timebonus) < -50) and timeout > 40-timeoutBonus then local temptimeout = timeout timeout = 30 - timeoutBonus local difference = temptimeout - timeout pool.currentFrame = pool.currentFrame + difference killtrigger = true end local timeoutBonus = pool.currentFrame / 4 if timeout + timeoutBonus <= 0 then local fitness = rightmost - pool.currentFrame / 2 +20 + timebonus if fitness == 0 then fitness = -1 end genome.fitness = fitness if fitness > pool.maxFitness then pool.maxFitness = fitness fitnesstracker() savePool() end if fitness > pool.maxFitness - 30 then pool.maxcounter = pool.maxcounter + 1 end emu.print("Gen " .. pool.generation .. " species " .. pool.currentSpecies .. " genome " .. pool.currentGenome .. " fitness: " .. fitness) pool.currentSpecies = 1 pool.currentGenome = 1 while fitnessAlreadyMeasured() do offset = 0 --offset in x coordinates for pipe timebonus = 0 --used to freeze fitness mariohole = false --reset the fallen into hole variable mariopipe = false --is mario exiting a pipe or just teleporting loop = false --is this a loop? marioPipeEnter = false --has mario entered a pipe currentTracker = 1 --tracker for the loop killtrigger = false 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 gui.opacity(1) --made the top banner opaque. you can change this if you want a slightly transparent banner if turbo then gui.drawtext(250, 11, "T", toRGBA(0xFFFF0000), 0x0) end gui.drawtext(5, 11, "Gen " .. pool.generation .. " species " .. pool.currentSpecies .. " genome " .. pool.currentGenome .. " (" .. math.floor(measured/total*100) .. "%) ".. "Pop: ".. Population, toRGBA(0xFF000000), 0x0) gui.drawtext(5, 20, "Fitness: " .. math.floor(rightmost - (pool.currentFrame) / 2 + - (timeout + timeoutBonus)*2/3 +20 + timebonus), toRGBA(0xFF000000), 0x0) --the (timeout + timeoutBonus)*2/3 makes sure that the displayed fitness remains stable for the viewers pleasure gui.drawtext(80, 20, "Max Fitness:" .. math.floor(pool.maxFitness) .. " (".. math.floor(secondbest) .. ")".. " ".. "(" .. math.ceil(pool.maxcounter/Population*100) .. "%)", toRGBA(0xFF000000), 0x0) pool.currentFrame = pool.currentFrame + 1 emu.frameadvance(); end