detect when mario is controllable
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2 changed files with 2 additions and 3 deletions
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_NOTICE
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_NOTICE
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@ -5,7 +5,6 @@ however, feel free to copy any snippets of code you find useful.
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TODOs: (that i can remember right now)
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- normalize and/or embed sprite type inputs
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- settle on a network architecture
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- detect frames when Mario is in a controllable state
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- compute how many input neurons the network needs instead of hardcoding
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- add some detection for enemies later in the game
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- fix cfg.enable_overlay (smb.lua doesn't see it being changed)
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4
main.lua
4
main.lua
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@ -603,7 +603,7 @@ local function doit(dummy)
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empty(game.tile_input)
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empty(game.extra_input)
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-- TODO: check if mario is in a playable state.
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local controllable = game.R(0x757) == 0 and game.R(0x758) == 0
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local x, y = game.getxy(0, 0x86, 0xCE, 0x6D, 0xB5)
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local powerup = game.R(0x754)
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local status = game.R(0x756)
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@ -644,7 +644,7 @@ local function doit(dummy)
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if cfg.decrement_reward and reward_delta == 0 then reward_delta = reward_delta - 1 end
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if not ingame_paused and game.get_state() ~= 'win_walking' then
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if not ingame_paused and controllable and game.get_state() ~= 'win_walking' then
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-- note that we exclude points gained walking into the castle.
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-- this way, we avoid adding the timer-based fireworks to our reward,
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-- which are basically unwanted noise due to the way they trigger.
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