-- be strict about globals. local mt = getmetatable(_G) if mt == nil then mt = {} setmetatable(_G, mt) end function mt.__newindex(t, n, v) error("cannot assign undeclared global '" .. tostring(n) .. "'", 2) end function mt.__index(t, n) error("cannot use undeclared global '" .. tostring(n) .. "'", 2) end local function globalize(t) for k, v in pairs(t) do rawset(_G, k, v) 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 local ipairs = ipairs local pairs = pairs local select = select local abs = math.abs local floor = math.floor local ceil = math.ceil local min = math.min local max = math.max local exp = math.exp local sqrt = math.sqrt local random = math.random local insert = table.insert local remove = table.remove local unpack = table.unpack or unpack local R = memory.readbyteunsigned local S = memory.readbyte --signed local W = memory.writebyte local band = bit.band local bor = bit.bor local bxor = bit.bxor local bnot = bit.bnot local lshift = bit.lshift local rshift = bit.rshift 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(...) local max_i = 0 local max_v = -999999999 for i=1, select("#", ...) do local v = select(i, ...) if v > max_v then max_i = i max_v = v end end return max_i end 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 local nn = require("nn") local network local nn_x local nn_y local nn_z local function make_network(input_size, buttons) nn_x = nn.Input(input_size) nn_y = nn_x nn_z = {} nn_y = nn_y:feed(nn.Dense(input_size)) nn_y = nn_y:feed(nn.Relu()) --nn_y = nn_y:feed(nn.Dense(floor(input_size / 16))) --nn_y = nn_y:feed(nn.Relu()) --nn_y = nn_y:feed(nn.Dense(floor(input_size / 16))) --nn_y = nn_y:feed(nn.Relu()) for i = 1, buttons do nn_z[i] = nn_y nn_z[i] = nn_z[i]:feed(nn.Dense(2)) nn_z[i] = nn_z[i]:feed(nn.Softmax()) end return nn.Model({nn_x}, nn_z) end -- and here we go with the game stuff. --[[ https://gist.githubusercontent.com/1wErt3r/4048722/raw/59e88c0028a58c6d7b9156749230ccac647bc7d4/SMBDIS.ASM --]] local rotation_offsets = { -- FIXME: not all of these are pixel-perfect. 0, -40, -- 0 6, -38, 15, -37, 22, -32, 28, -28, 32, -22, 37, -14, 39, -6, 40, 0, -- 8 38, 7, 37, 15, 33, 23, 27, 29, 22, 33, 14, 37, 6, 39, 0, 41, -- 10 -7, 40, -16, 38, -22, 34, -28, 28, -34, 23, -38, 16, -40, 8, -40, -0, -- 18 -40, -6, -38, -14, -34, -22, -28, -28, -22, -32, -16, -36, -8, -38, } local function get_timer() return R(0x7F8) * 100 + R(0x7F9) * 10 + R(0x7FA) end local function set_timer(time) W(0x7F8, floor(time / 100)) W(0x7F9, floor((time / 10) % 10)) W(0x7FA, floor(time % 10)) end 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 sprite_input[#sprite_input+1] = 0 else sprite_input[#sprite_input+1] = x sprite_input[#sprite_input+1] = y sprite_input[#sprite_input+1] = t end if t == 0 then return end if enable_overlay then gui.box(x-4, y-4, x+4, y+4) --gui.text(x-2, y-3, tostring(i), '#FFFFFF', '#00000000') gui.text(x-13, y-3-9, ("%+04i"):format(t), '#FFFFFF', '#0000003F') --gui.text(x-5, y-3+9, ("%02X"):format(x), '#FFFFFF', '#0000003F') end end local function mark_tile(x, y, t) tile_input[#tile_input+1] = t if t == 0 then return end if enable_overlay then gui.box(x-8, y-8, x+8, y+8) gui.text(x-5, y-3, ("%02X"):format(t), '#FFFFFF', '#00000000') end end local function getxy(i, x_addr, y_addr, pageloc_addr, hipos_addr) local spl_l = R(0x71A) local spl_r = R(0x71B) local sx_l = R(0x71C) local sx_r = R(0x71D) local x = R(x_addr + i) local y = R(y_addr + i) local sx, sy = x, y if pageloc_addr ~= nil then local page = R(pageloc_addr + i) sx = sx - sx_l - (spl_l - page) * 256 else sx = sx - sx_l end if hipos_addr ~= nil then local hipos = S(hipos_addr + i) sy = sy + (hipos - 1) * 256 end return sx, sy end local function paused() return band(R(0x776), 1) end 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 if R(0x717) > 0 then return 'playing_demo' end -- if R(0x770) == 0xFF then return 'power' end if paused() ~= 0 then return 'paused' end if R(0xE) == 0 then return 'world_screen' end -- if R(0x712) == 1 then return 'deadmusic' end if R(0x7CA) == 0x94 then return 'dead' end if R(0xE) == 4 then return 'win_flagpole' end if R(0xE) == 5 then return 'win_walking' end if R(0xE) == 6 then return 'lose' end -- if R(0x770) == 0 then return 'not_playing' end if R(0x770) == 2 then return 'win_castle' end if R(0x772) == 2 then return 'no_control' end if R(0x772) == 3 then return 'playing' end if R(0x770) == 1 then return 'loading' end if R(0x770) == 3 then return 'lose' end return 'unknown' end 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 while false do local state = get_state() if state ~= state_old then print(emu.framecount(), state) state_old = state end advance() end local function handle_enemies() -- enemies, flagpole for i = 0, 5 do local x, y = getxy(i, 0x87, 0xCF, 0x6E, 0xB6) x, y = x + 8, y + 16 local tid = R(0x16 + i) local flags = R(0xF + i) --local offscr = R(0x3D8 + i) local invisible = tid < 0x10 and flags == 0 if tid == 0x30 then y = y - 8 end -- flagpole flag if tid == 0x31 then y = y - 8 end -- castle flag if tid == 0x16 then x, y = x - 4, y - 12 end -- fireworks if tid >= 0x24 and tid <= 0x29 then x, y = x + 16, y - 12 end -- moving platforms if tid == 0x2D then x, y = x, y end -- bowser (TODO: determine head or body) if tid == 0x15 then x, y = x, y - 12 end -- bowser fire if tid == 0x32 then x, y = x, y - 8 end -- spring -- tid == 0x35 -- toad if tid == 0x1D or tid == 0x1B then -- rotating fire bars x, y = x - 4, y - 12 -- this is a mess... gotta find out its rotation and then project. -- TODO: handle long fire bars too local rot = R(0xA0 + i) --* 0x100 + R(0x58 + i) gui.text(x-13, y-3+9, ("%04X"):format(rot), '#FFFFFF', '#0000003F') local x_off, y_off = rotation_offsets[rot*2+1], rotation_offsets[rot*2+2] x, y = x + x_off, y + y_off end if invisible then mark_sprite(0, 0, 0) else mark_sprite(x, y, tid + 1) end end end local function handle_fireballs() -- fireballs for i = 0, 1 do local x, y = getxy(i, 0x8D, 0xD5, 0x74, 0xBC) x, y = x + 4, y + 4 local state = R(0x24 + i) local invisible = state == 0 if invisible then mark_sprite(0, 0, 0) else mark_sprite(x, y, 257) end end end local function handle_blocks() for i = 0, 3 do local x, y = getxy(i, 0x8F, 0xD7, 0x76, 0xBE) x, y = x + 8, y + 8 local state = R(0x26 + i) local invisible = state == 0 if invisible then mark_sprite(0, 0, 0) else mark_sprite(x, y, 258) end end end local function handle_hammers() -- hammers, coins, score bonus text... for i = 0, 8 do local x, y = getxy(i, 0x93, 0xDB, 0x7A, 0xC2) x, y = x + 8, y + 8 local state = R(0x2A + i) -- skip coin effect states. not interactable; we don't care! if state ~= 0 and state >= 0x30 then mark_sprite(x, y, state + 1) else mark_sprite(0, 0, 0) end end end local function handle_misc() for i = 0, 0 do local x, y = getxy(i, 0x9C, 0xE4, 0x83, 0xCB) x, y = x + 8, y + 8 local state = R(0x33 + i) if state ~= 0 then mark_sprite(x, y, state + 1) else mark_sprite(0, 0, 0) end end end local function handle_tiles() --local tile_col = R(0x6A0) local tile_scroll = floor(R(0x73F) / 16) + R(0x71A) * 16 local tile_scroll_remainder = R(0x73F) % 16 tile_input[#tile_input+1] = tile_scroll_remainder for y = 0, 12 do for x = 0, 16 do local col = (x + tile_scroll) % 32 local t if col < 16 then t = R(0x500 + y * 16 + (col % 16)) else t = R(0x5D0 + y * 16 + (col % 16)) end local sx = x * 16 + 8 - tile_scroll_remainder local sy = y * 16 + 40 mark_tile(sx, sy, t) end end end 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) else savestate.save(startsave) end once = true -- bit of a hack: if get_state() == 'loading' then advance() end reward = 0 powerup_old = R(0x754) status_old = R(0x756) coins_old = R(0x7ED) * 10 + R(0x7EE) -- set lives to 0. you only got one shot! -- unless you get a 1-up, in which case, please continue! W(0x75A, 0) emu.frameadvance() -- prevents emulator from quirking up. print() load_next_trial() reset = false 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 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) local jp = { up = false, down = false, left = false, right = false, A = false, B = false, select = false, start = emu.framecount() % 2 == 1, } joypad.write(1, jp) reset = true advance() gui.text(4, 12, get_state(), '#FFFFFF', '#0000003F') -- bit of a hack: while get_state() == "loading" do advance() end state_old = get_state() end if reset then do_reset() end if not enable_network then -- infinite time cheat. super handy for testing. if R(0xE) == 8 then set_timer(667) poketime = true elseif poketime then poketime = false set_timer(1) end -- infinite lives. W(0x75A, 1) end empty(sprite_input) empty(tile_input) -- player -- TODO: check if mario is playable. local x, y = getxy(0, 0x86, 0xCE, 0x6D, 0xB5) local powerup = R(0x754) local status = R(0x756) mark_sprite(x + 8, y + 24, -powerup - 1) handle_enemies() handle_fireballs() -- blocks being hit. not interactable; we don't care! --handle_blocks() handle_hammers() 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. if coins_delta < 0 then coins_delta = 100 + coins - coins_old end -- remember that 0 is big mario and 1 is small mario. local powerup_delta = powerup_old - powerup -- 2 is fire mario. local status_delta = clamp(status - status_old, -1, 1) local screen_scroll_delta = R(0x775) local flagpole_bonus = R(0xE) == 4 and 1 or 0 local reward_delta = screen_scroll_delta + status_delta * 256 + flagpole_bonus 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 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 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 ingame_paused or math.random() > 1 - timer_loser and R(0x1D) == 0 and R(0x57) == 0 then timer = clamp(timer - 1, 0, 400) 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 enable_network and get_state() == 'playing' or ingame_paused then local outputs = network:forward(X) local softmaxed = { outputs[nn_z[1]], outputs[nn_z[2]], outputs[nn_z[3]], outputs[nn_z[4]], outputs[nn_z[5]], outputs[nn_z[6]], outputs[nn_z[7]], outputs[nn_z[8]], } local jp = { up = argmax2(softmaxed[1]), down = argmax2(softmaxed[2]), left = argmax2(softmaxed[3]), right = argmax2(softmaxed[4]), A = argmax2(softmaxed[5]), B = argmax2(softmaxed[6]), 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 force_start_old = force_start state_old = get_state() advance() end