basic learning

This commit is contained in:
Connor Olding 2017-06-29 04:51:02 +00:00
parent 75ad46bfe9
commit e2d29352c4
2 changed files with 391 additions and 184 deletions

359
main.lua
View file

@ -20,6 +20,63 @@ local function globalize(t)
end
end
-- configuration and globals.
math.randomseed(10)
local learning_rate = 1e-2
local deviation = 2e-2
local epoch_i = 0
local epoch_trials = 12
local base_params
local trial_i = 0
local trial_noise = {}
local trial_rewards = {}
local trials_remaining = 0
local force_start = false
local force_start_old = false
local enable_overlay = false
local enable_network = true
local startsave = savestate.create(1)
local poketime = false
local sprite_input = {}
local tile_input = {}
local reward
local powerup_old
local status_old
local coins_old
local once = false
local reset = true
local ok_routines = {
[0x4] = true, -- sliding down flagpole
[0x5] = true, -- end of level auto-walk
[0x7] = true, -- start of level auto-walk
[0x8] = true, -- normal (in control)
[0x9] = true, -- acquiring mushroom
[0xA] = true, -- losing big mario
[0xB] = true, -- uhh
[0xC] = true, -- acquiring fireflower
}
local bad_states = {
power = true,
waiting_demo = true,
playing_demo = true,
unknown = true,
lose = true,
}
local state_old = ''
-- localize some stuff.
local print = print
@ -51,6 +108,14 @@ local arshift = bit.arshift
local rol = bit.rol
local ror = bit.ror
-- utilities.
local function boolean_xor(a, b)
if a and b then return false end
if not a and not b then return false end
return true
end
local function clamp(x, l, u) return min(max(x, l), u) end
local function argmax(...)
@ -70,6 +135,35 @@ local function argmax2(t)
return t[1] > t[2]
end
local function empty(t)
for k, _ in pairs(t) do t[k] = nil end
return t
end
local function calc_mean_dev(x)
local mean = 0
for i, v in ipairs(x) do
mean = mean + v / #x
end
local dev = 0
for i, v in ipairs(x) do
local delta = v - mean
dev = dev + delta * delta / #x
end
return mean, dev
end
local function normalize(x, out)
out = out or x
local mean, dev = calc_mean_dev(x)
if dev <= 0 then dev = 1 end
local devs = sqrt(dev)
for i, v in ipairs(x) do out[i] = (v - mean) / devs end
return out
end
-- game-agnostic stuff (i.e. the network itself)
package.loaded['nn'] = nil -- DEBUG
@ -100,9 +194,6 @@ end
-- and here we go with the game stuff.
local enable_overlay = false
local enable_network = true
--[[
https://gist.githubusercontent.com/1wErt3r/4048722/raw/59e88c0028a58c6d7b9156749230ccac647bc7d4/SMBDIS.ASM
--]]
@ -142,14 +233,17 @@ local rotation_offsets = { -- FIXME: not all of these are pixel-perfect.
-8, -38,
}
local startsave = savestate.create(1)
local function get_timer()
return R(0x7F8) * 100 + R(0x7F9) * 10 + R(0x7FA)
end
local poketime = false
local function set_timer(time)
W(0x7F8, floor(time / 100))
W(0x7F9, floor((time / 10) % 10))
W(0x7FA, floor(time % 10))
end
local sprite_input = {}
local tile_input = {}
local function shitsprite(x, y, t)
local function mark_sprite(x, y, t)
if x < 0 or x >= 256 or y < 0 or y > 224 then
sprite_input[#sprite_input+1] = 0
sprite_input[#sprite_input+1] = 0
@ -168,7 +262,7 @@ local function shitsprite(x, y, t)
end
end
local function shittile(x, y, t)
local function mark_tile(x, y, t)
tile_input[#tile_input+1] = t
if t == 0 then return end
if enable_overlay then
@ -200,23 +294,9 @@ local function getxy(i, x_addr, y_addr, pageloc_addr, hipos_addr)
return sx, sy
end
local reward
local powerup_old
local status_old
local coins_old
local once = false
local reset = true
emu.poweron()
emu.unpause()
emu.speedmode("normal")
local function opermode() return R(0x770) end
local function paused() return band(R(0x776), 1) end
local function subroutine() return R(0xE) end
local function getstate()
local function get_state()
if R(0xE) == 0xFF then return 'power' end
if R(0x774) > 0 then return 'lagging' end
if R(0x7A2) > 0 then return 'waiting_demo' end
@ -238,35 +318,14 @@ local function getstate()
return 'unknown'
end
local ok_routines = {
[0x4] = true, -- sliding down flagpole
[0x5] = true, -- end of level auto-walk
[0x7] = true, -- start of level auto-walk
[0x8] = true, -- normal (in control)
[0x9] = true, -- acquiring mushroom
[0xA] = true, -- losing big mario
[0xB] = true, -- uhh
[0xC] = true, -- acquiring fireflower
}
local fuckstates = {
power = true,
waiting_demo = true,
playing_demo = true,
unknown = true,
lose = true,
paused = true,
}
local function advance()
emu.frameadvance()
while emu.lagged() do emu.frameadvance() end -- skip lag frames.
while R(0x774) > 0 do emu.frameadvance() end -- also lag frames.
end
local state_old = ''
while false do
local state = getstate()
local state = get_state()
if state ~= state_old then
print(emu.framecount(), state)
state_old = state
@ -301,9 +360,9 @@ local function handle_enemies()
x, y = x + x_off, y + y_off
end
if invisible then
shitsprite(0, 0, 0)
mark_sprite(0, 0, 0)
else
shitsprite(x, y, tid + 1)
mark_sprite(x, y, tid + 1)
end
end
end
@ -316,9 +375,9 @@ local function handle_fireballs()
local state = R(0x24 + i)
local invisible = state == 0
if invisible then
shitsprite(0, 0, 0)
mark_sprite(0, 0, 0)
else
shitsprite(x, y, 257)
mark_sprite(x, y, 257)
end
end
end
@ -330,9 +389,9 @@ local function handle_blocks()
local state = R(0x26 + i)
local invisible = state == 0
if invisible then
shitsprite(0, 0, 0)
mark_sprite(0, 0, 0)
else
shitsprite(x, y, 258)
mark_sprite(x, y, 258)
end
end
end
@ -347,9 +406,9 @@ local function handle_hammers()
if state ~= 0
and state >= 0x30
then
shitsprite(x, y, state + 1)
mark_sprite(x, y, state + 1)
else
shitsprite(0, 0, 0)
mark_sprite(0, 0, 0)
end
end
end
@ -360,9 +419,9 @@ local function handle_misc()
x, y = x + 8, y + 8
local state = R(0x33 + i)
if state ~= 0 then
shitsprite(x, y, state + 1)
mark_sprite(x, y, state + 1)
else
shitsprite(0, 0, 0)
mark_sprite(0, 0, 0)
end
end
end
@ -383,25 +442,104 @@ local function handle_tiles()
end
local sx = x * 16 + 8 - tile_scroll_remainder
local sy = y * 16 + 40
shittile(sx, sy, t)
mark_tile(sx, sy, t)
end
end
end
local function doreset()
print("resetting in state:", getstate())
local function learn_from_epoch()
print()
print('rewards:', trial_rewards)
normalize(trial_rewards)
print('normalized:', trial_rewards)
local reward_mean, reward_dev = calc_mean_dev(trial_rewards)
local step = nn.zeros(#base_params)
for i = 1, epoch_trials do
local reward = trial_rewards[i]
local noise = trial_noise[i]
for j, v in ipairs(noise) do
step[j] = step[j] + reward * v
end
end
local magnitude = learning_rate / deviation
print('stepping with magnitude', magnitude)
-- throw the division from the averaging in there too.
local altogether = magnitude / epoch_trials
for i, v in ipairs(step) do
step[i] = altogether * v
end
local step_mean, step_dev = calc_mean_dev(step)
print("step mean:", step_mean)
print("step stddev:", step_dev)
if step_dev > 1e-8 then
for i, v in ipairs(base_params) do
base_params[i] = v + step[i]
end
else
-- we didn't get anywhere. step in a random direction.
local noise = trial_noise[1]
for i, v in ipairs(base_params) do
base_params[i] = v + magnitude * noise[i]
end
end
network:distribute(base_params)
network:save()
print()
end
local function prepare_epoch()
print('preparing epoch '..tostring(epoch_i)..'. this might take a while.')
base_params = network:collect()
empty(trial_noise)
empty(trial_rewards)
for i = 1, epoch_trials do
local noise = nn.zeros(#base_params)
for j = 1, #base_params do noise[j] = nn.normal() end
trial_noise[i] = noise
end
trial_i = 0
end
local function load_next_trial()
trial_i = trial_i + 1
print('loading trial', trial_i)
local W = nn.copy(base_params)
local noise = trial_noise[trial_i]
for i, v in ipairs(base_params) do
W[i] = v + deviation * noise[i]
end
network:distribute(W)
end
local function do_reset()
print("resetting in state:", get_state())
if trial_i > 0 then trial_rewards[trial_i] = reward end
if epoch_i == 0 or trial_i == epoch_trials then
if epoch_i > 0 then learn_from_epoch() else network:reset() end
epoch_i = epoch_i + 1
prepare_epoch()
end
if once then
savestate.load(startsave)
print("end of trial reward:", reward)
print()
else
savestate.save(startsave)
end
once = true
-- bit of a hack:
if getstate() == 'loading' then advance() end
if get_state() == 'loading' then advance() end
reward = 0
powerup_old = R(0x754)
status_old = R(0x756)
@ -413,13 +551,29 @@ local function doreset()
emu.frameadvance() -- prevents emulator from quirking up.
print()
load_next_trial()
reset = false
if network ~= nil then network:reset() end -- FIXME: hack
end
local function init()
network = make_network(279, 8)
network:reset()
print("parameters:", network.n_param)
emu.poweron()
emu.unpause()
emu.speedmode("normal")
end
init()
while true do
while fuckstates[getstate()] do
--gui.text(120, 124, ("%02X"):format(subroutine()), '#FFFFFF', '#0000003F')
gui.text(4, 12, get_state(), '#FFFFFF', '#0000003F')
while bad_states[get_state()] do
--gui.text(120, 124, ("%02X"):format(R(0xE)), '#FFFFFF', '#0000003F')
-- mash the start button until we have control.
-- TODO: learn this too.
--local jp = joypad.read(1)
@ -437,44 +591,39 @@ while true do
reset = true
gui.text(4, 12, getstate(), '#FFFFFF', '#0000003F')
advance()
gui.text(4, 12, get_state(), '#FFFFFF', '#0000003F')
-- bit of a hack:
while getstate() == "loading" do advance() end
state_old = getstate()
while get_state() == "loading" do advance() end
state_old = get_state()
end
if reset then doreset() end
if reset then do_reset() end
if not enable_network then
-- infinite time cheat. super handy for testing.
if R(0xE) == 8 then
W(0x7F8, 9)
W(0x7F9, 9)
W(0x7FA, 10)
set_timer(667)
poketime = true
elseif poketime then
poketime = false
W(0x7F8, 0)
W(0x7F9, 0)
W(0x7FA, 1)
set_timer(1)
end
-- infinite lives.
W(0x75A, 1)
end
-- empty input lists without creating a new table.
for k, v in pairs(sprite_input) do sprite_input[k] = nil end
for k, v in pairs(tile_input) do tile_input[k] = nil end
empty(sprite_input)
empty(tile_input)
-- player
-- TODO: add check if mario is playable.
-- TODO: check if mario is playable.
local x, y = getxy(0, 0x86, 0xCE, 0x6D, 0xB5)
local powerup = R(0x754)
local status = R(0x756)
shitsprite(x + 8, y + 24, -powerup - 1)
mark_sprite(x + 8, y + 24, -powerup - 1)
handle_enemies()
handle_fireballs()
@ -484,6 +633,8 @@ while true do
handle_misc()
handle_tiles()
local ingame_paused = get_state() == "paused"
local coins = R(0x7ED) * 10 + R(0x7EE)
local coins_delta = coins - coins_old
-- handle wrap-around.
@ -493,45 +644,48 @@ while true do
-- 2 is fire mario.
local status_delta = clamp(status - status_old, -1, 1)
local screen_scroll_delta = R(0x775)
local flagpole_bonus = subroutine() == 4 and 1 or 0
local flagpole_bonus = R(0xE) == 4 and 1 or 0
local reward_delta = screen_scroll_delta + status_delta * 256 + flagpole_bonus
reward = reward + reward_delta
if not ingame_paused then reward = reward + reward_delta end
--gui.text(4, 12, ("%02X"):format(#sprite_input), '#FFFFFF', '#0000003F')
--gui.text(4, 22, ("%02X"):format(#tile_input), '#FFFFFF', '#0000003F')
gui.text(72, 12, ("%+4i"):format(reward_delta), '#FFFFFF', '#0000003F')
gui.text(112, 12, ("%+4i"):format(reward), '#FFFFFF', '#0000003F')
if getstate() == 'dead' and state_old ~= 'dead' then
if get_state() == 'dead' and state_old ~= 'dead' then
print("dead. lives remaining:", R(0x75A, 0))
if R(0x75A, 0) == 0 then reset = true end
end
if getstate() == 'lose' then
if get_state() == 'lose' then
print("ran out of lives.")
reset = true
end
-- lose a point for every frame paused.
if ingame_paused then reward = reward - 1 end
-- every few frames mario stands still, forcibly decrease the timer.
-- this includes having the game paused.
-- TODO: more robust. doesn't detect moonwalking against a wall.
local timer = get_timer()
local timer_loser = 1/5
if math.random() > 1 - timer_loser and R(0x1D) == 0 and R(0x57) == 0 then
local timer = R(0x7F8) * 100 + R(0x7F9) * 10 + R(0x7FA)
if ingame_paused or math.random() > 1 - timer_loser and R(0x1D) == 0 and R(0x57) == 0 then
timer = clamp(timer - 1, 0, 400)
W(0x7F8, floor(timer / 100))
W(0x7F9, floor((timer / 10) % 10))
W(0x7FA, floor(timer % 10))
set_timer(timer)
end
-- if we've run out of time while the game is paused...
-- that's cheating! unpause.
force_start = ingame_paused and timer == 0
local X = {} -- TODO: cache.
for i, v in ipairs(sprite_input) do insert(X, v / 256) end
for i, v in ipairs(tile_input) do insert(X, v / 256) end
--error(#X)
if network == nil then
network = make_network(#X, 8); network:reset()
print("parameters:", network.n_param)
end
if enable_network and getstate() == 'playing' then
if enable_network and get_state() == 'playing' or ingame_paused then
local outputs = network:forward(X)
local softmaxed = {
outputs[nn_z[1]],
@ -553,12 +707,25 @@ while true do
start = argmax2(softmaxed[7]),
select = argmax2(softmaxed[8]),
}
if force_start then
jp = {
up = false,
down = false,
left = false,
right = false,
A = false,
B = false,
start = force_start_old,
select = false,
}
end
joypad.write(1, jp)
end
coins_old = coins
powerup_old = powerup
status_old = status
state_old = getstate()
force_start_old = force_start
state_old = get_state()
advance()
end

216
nn.lua
View file

@ -13,6 +13,7 @@ local cos = math.cos
local sin = math.sin
local insert = table.insert
local remove = table.remove
local open = io.open
local bor = bit.bor
@ -24,6 +25,17 @@ local function contains(t, a)
return false
end
local function prod(x, ...)
if type(x) == "table" then
return prod(unpack(x))
end
local ret = x
for i = 1, select("#", ...) do
ret = ret * select(i, ...)
end
return ret
end
local function normal() -- box muller
return sqrt(-2 * log(uniform() + 1e-8) + 1e-8) * cos(2 * pi * uniform())
end
@ -58,28 +70,53 @@ local function copy(t) -- shallow copy
end
local function allocate(t, out, init)
-- FIXME: this code is fucking disgusting.
out = out or {}
assert(type(out) == "table", type(out))
if type(t) == "number" then
local size = t
if init ~= nil then
return init(zeros(size, out))
else
return zeros(size, out)
local size = t
if init ~= nil then
return init(zeros(size, out))
else
return zeros(size, out)
end
end
local function levelorder(field, node_in, nodes)
-- horribly inefficient.
nodes = nodes or {}
local q = {node_in}
while #q > 0 do
local node = q[1]
remove(q, 1)
insert(nodes, node)
for _, child in ipairs(node[field]) do
q[#q+1] = child
end
end
local topsize = t[1]
t = copy(t)
remove(t, 1)
if #t == 1 then t = t[1] end
for i = 1, topsize do
local res = allocate(t, nil, init)
assert(res ~= nil)
insert(out, res)
return nodes
end
local function traverse(node_in, node_out, nodes)
nodes = nodes or {}
local down = levelorder('children', node_in, {})
local up = levelorder('parents', node_out, {})
local seen = {}
for _, node in ipairs(up) do
seen[node] = bor(seen[node] or 0, 1)
end
return out
for _, node in ipairs(down) do
seen[node] = bor(seen[node] or 0, 2)
if seen[node] == 3 then
insert(nodes, node)
end
end
return nodes
end
local function traverse_all(nodes_in, nodes_out, nodes)
local all_in = {children={}}
local all_out = {parents={}}
for _, node in ipairs(nodes_in) do insert(all_in.children, node) end
for _, node in ipairs(nodes_out) do insert(all_out.parents, node) end
return traverse(all_in, all_out, nodes or {})
end
local Weights = Base:extend()
@ -95,24 +132,13 @@ function Weights:init(weight_init)
end
function Weights:allocate(fan_in, fan_out)
self.size = prod(self.shape)
return allocate(self.size, self, function(t)
--print('initializing weights of size', self.size, 'with fans', fan_in, fan_out)
return self.weight_init(t, fan_in, fan_out)
end)
end
--[[
local w = Weights(init_he_uniform)
w.size = {16, 16}
w:allocate(16, 16)
print(w)
do return end
local w = zeros(16)
for i = 1, #w do w[i] = normal() * 1920 / 2560 end
print(w)
--]]
local counter = {}
function Layer:init(name)
assert(type(name) == "string")
@ -152,18 +178,7 @@ function Layer:_new_weights(init)
return w
end
local function prod(x, ...)
if type(x) == "table" then
return prod(unpack(x))
end
local ret = x
for i = 1, select("#", ...) do
ret = ret * select(i, ...)
end
return ret
end
function Layer:getsize()
function Layer:get_size()
local size = 0
for i, w in ipairs(self.weights) do size = size + prod(w.size) end
return size
@ -237,8 +252,8 @@ end
function Dense:make_shape(parent)
self.size_in = parent.size_out
self.coeffs.size = {self.dim, self.size_in}
self.biases.size = self.dim
self.coeffs.shape = {self.size_in, self.dim}
self.biases.shape = self.dim
end
function Dense:forward(X)
@ -246,11 +261,11 @@ function Dense:forward(X)
self.cache = self.cache or zeros(self.size_out)
local Y = self.cache
for i = 1, #self.coeffs do
for i = 1, self.dim do
local res = 0
local c = self.coeffs[i]
local c = (i - 1) * #X
for j = 1, #X do
res = res + X[j] * c[j]
res = res + X[j] * self.coeffs[c + j]
end
Y[i] = res + self.biases[i]
end
@ -281,46 +296,6 @@ function Softmax:forward(X)
return Y
end
local function levelorder(field, node_in, nodes)
-- horribly inefficient.
nodes = nodes or {}
local q = {node_in}
while #q > 0 do
local node = q[1]
remove(q, 1)
insert(nodes, node)
for _, child in ipairs(node[field]) do
q[#q+1] = child
end
end
return nodes
end
local function traverse(node_in, node_out, nodes)
nodes = nodes or {}
local down = levelorder('children', node_in, {})
local up = levelorder('parents', node_out, {})
local seen = {}
for _, node in ipairs(up) do
seen[node] = bor(seen[node] or 0, 1)
end
for _, node in ipairs(down) do
seen[node] = bor(seen[node] or 0, 2)
if seen[node] == 3 then
insert(nodes, node)
end
end
return nodes
end
local function traverse_all(nodes_in, nodes_out, nodes)
local all_in = {children={}}
local all_out = {parents={}}
for _, node in ipairs(nodes_in) do insert(all_in.children, node) end
for _, node in ipairs(nodes_out) do insert(all_out.parents, node) end
return traverse(all_in, all_out, nodes or {})
end
function Model:init(nodes_in, nodes_out)
assert(#nodes_in > 0, #nodes_in)
assert(#nodes_out > 0, #nodes_out)
@ -338,7 +313,7 @@ function Model:reset()
self.n_param = 0
for _, node in ipairs(self.nodes) do
node:init_weights()
self.n_param = self.n_param + node:getsize()
self.n_param = self.n_param + node:get_size()
end
end
@ -359,10 +334,75 @@ function Model:forward(X)
return outputs
end
function Model:collect()
-- return a flat array of all the weights in the graph.
-- if Lua had slices, we wouldn't need this. future library idea?
assert(self.n_param >= 0, self.n_param)
local W = zeros(self.n_param)
local i = 0
for _, node in ipairs(self.nodes) do
for _, w in ipairs(node.weights) do
for j, v in ipairs(w) do
W[i+j] = v
end
i = i + #w
end
end
return W
end
function Model:distribute(W)
-- inverse operation of collect().
local i = 0
for _, node in ipairs(self.nodes) do
for _, w in ipairs(node.weights) do
for j, v in ipairs(w) do
w[j] = W[i+j]
end
i = i + #w
end
end
end
function Model:save(fn)
local fn = fn or 'network.txt'
local f = open(fn, 'w')
if f == nil then error("Failed to save network to file "..fn) end
local W = self:collect()
for i, v in ipairs(W) do
f:write(v)
f:write('\n')
end
f:close()
end
function Model:load(fn)
local fn = fn or 'network.txt'
local f = open(fn, 'r')
if f == nil then
error("Failed to load network from file "..fn)
end
local W = zeros(self.n_param)
local i = 0
for line in f:lines() do
i = i + 1
local n = tonumber(line)
if n == nil then
error("Failed reading line "..tostring(i).." of file "..fn)
end
W[i] = n
end
f:close()
self:distribute(W)
end
return {
uniform = uniform,
normal = normal,
copy = copy,
zeros = zeros,
init_zeros = init_zeros,
init_he_uniform = init_he_uniform,