949 lines
27 KiB
Lua
949 lines
27 KiB
Lua
local globalize = require("strict")
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-- configuration.
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--randomseed(11)
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local cfg = require("config")
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local gcfg = require("gameconfig")
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-- state.
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local epoch_i = 0
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local base_params
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local trial_i = -1 -- NOTE: trial 0 is an unperturbed trial, if enabled.
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local trial_neg = true
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local trial_noise = {}
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local trial_rewards = {}
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local trials_remaining = 0
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local trial_frames = 0
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local total_frames = 0
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local force_start = false
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local force_start_old = false
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local startsave = savestate.create(1)
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local poketime = false
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local max_time
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local sprite_input = {}
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local tile_input = {}
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local extra_input = {}
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local jp
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local screen_scroll_delta
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local reward
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--local all_rewards = {}
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local powerup_old
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local status_old
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local coins_old
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local score_old
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local once = false
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local reset = true
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local state_old = ''
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local last_trial_state
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-- localize some stuff.
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local print = print
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local ipairs = ipairs
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local pairs = pairs
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local select = select
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local abs = math.abs
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local floor = math.floor
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local ceil = math.ceil
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local min = math.min
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local max = math.max
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local exp = math.exp
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local pow = math.pow
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local log = math.log
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local sqrt = math.sqrt
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local random = math.random
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local randomseed = math.randomseed
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local insert = table.insert
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local remove = table.remove
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local unpack = table.unpack or unpack
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local sort = table.sort
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local R = memory.readbyteunsigned
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local S = memory.readbyte --signed
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local W = memory.writebyte
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local band = bit.band
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local bor = bit.bor
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local bxor = bit.bxor
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local bnot = bit.bnot
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local lshift = bit.lshift
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local rshift = bit.rshift
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local arshift = bit.arshift
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local rol = bit.rol
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local ror = bit.ror
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local gui = gui
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-- utilities.
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local function boolean_xor(a, b)
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if a and b then return false end
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if not a and not b then return false end
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return true
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end
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local _invlog2 = 1 / log(2)
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local function log2(x) return log(x) * _invlog2 end
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local function clamp(x, l, u) return min(max(x, l), u) end
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local function lerp(a, b, t) return a + (b - a) * clamp(t, 0, 1) end
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local function argmax(...)
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local max_i = 0
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local max_v = -999999999
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for i=1, select("#", ...) do
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local v = select(i, ...)
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if v > max_v then
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max_i = i
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max_v = v
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end
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end
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return max_i
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end
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local function softchoice(...)
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local t = random()
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local psum = 0
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for i=1, select("#", ...) do
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local p = select(i, ...)
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psum = psum + p
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if t < psum then
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return i
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end
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end
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end
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local function argmax2(t)
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return t[1] > t[2]
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end
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local function rchoice2(t)
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return t[1] > random()
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end
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local function rbool()
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return 0.5 >= random()
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end
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local function empty(t)
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for k, _ in pairs(t) do t[k] = nil end
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return t
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end
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local function calc_mean_dev(x)
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local mean = 0
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for i, v in ipairs(x) do
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mean = mean + v / #x
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end
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local dev = 0
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for i, v in ipairs(x) do
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local delta = v - mean
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dev = dev + delta * delta / #x
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end
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return mean, sqrt(dev)
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end
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local function normalize(x, out)
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out = out or x
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local mean, dev = calc_mean_dev(x)
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if dev <= 0 then dev = 1 end
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for i, v in ipairs(x) do out[i] = (v - mean) / dev end
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return out
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end
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local function normalize_wrt(x, s, out)
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out = out or x
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local mean, dev = calc_mean_dev(s)
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if dev <= 0 then dev = 1 end
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for i, v in ipairs(x) do out[i] = (v - mean) / dev end
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return out
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end
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-- network parameters.
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package.loaded['nn'] = nil -- DEBUG
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local nn = require("nn")
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local network
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local nn_x, nn_tx, nn_ty, nn_y, nn_z
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local function make_network(input_size)
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nn_x = nn.Input({input_size})
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nn_tx = nn.Input({gcfg.tile_count})
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nn_ty = nn_tx:feed(nn.Embed(256, 2))
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nn_y = nn.Merge()
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nn_x:feed(nn_y)
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nn_ty:feed(nn_y)
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nn_y = nn_y:feed(nn.Dense(128))
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if cfg.deterministic then
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nn_y = nn_y:feed(nn.Relu())
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else
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nn_y = nn_y:feed(nn.Gelu())
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end
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nn_z = nn_y
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nn_z = nn_z:feed(nn.Dense(#gcfg.jp_lut))
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nn_z = nn_z:feed(nn.Softmax())
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return nn.Model({nn_x, nn_tx}, {nn_z})
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end
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-- and here we go with the game stuff.
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-- disassembly used for reference:
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-- https://gist.githubusercontent.com/1wErt3r/4048722/raw/59e88c0028a58c6d7b9156749230ccac647bc7d4/SMBDIS.ASM
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local function get_timer()
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return R(0x7F8) * 100 + R(0x7F9) * 10 + R(0x7FA)
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end
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local function get_score()
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return R(0x7DE) * 10000 +
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R(0x7DF) * 1000 +
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R(0x7E0) * 100 +
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R(0x7E1) * 10 +
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R(0x7E2)
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end
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local function set_timer(time)
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W(0x7F8, floor(time / 100))
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W(0x7F9, floor((time / 10) % 10))
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W(0x7FA, floor(time % 10))
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end
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local function mark_sprite(x, y, t)
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if x < 0 or x >= 256 or y < 0 or y > 224 then
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sprite_input[#sprite_input+1] = 0
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sprite_input[#sprite_input+1] = 0
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sprite_input[#sprite_input+1] = 0
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else
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sprite_input[#sprite_input+1] = x
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sprite_input[#sprite_input+1] = y
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sprite_input[#sprite_input+1] = t
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end
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if t == 0 then return end
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if cfg.enable_overlay then
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gui.box(x-4, y-4, x+4, y+4)
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--gui.text(x-2, y-3, tostring(i), '#FFFFFF', '#00000000')
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gui.text(x-13, y-3-9, ("%+04i"):format(t), '#FFFFFF', '#0000003F')
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--gui.text(x-5, y-3+9, ("%02X"):format(x), '#FFFFFF', '#0000003F')
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end
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end
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local function mark_tile(x, y, t)
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tile_input[#tile_input+1] = t
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if t == 0 then return end
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if cfg.enable_overlay then
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gui.box(x-8, y-8, x+8, y+8)
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gui.text(x-5, y-3, ("%02X"):format(t), '#FFFFFF', '#00000000')
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end
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end
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local function getxy(i, x_addr, y_addr, pageloc_addr, hipos_addr)
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local spl_l = R(0x71A)
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local spl_r = R(0x71B)
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local sx_l = R(0x71C)
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local sx_r = R(0x71D)
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local x = R(x_addr + i)
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local y = R(y_addr + i)
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local sx, sy = x, y
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if pageloc_addr ~= nil then
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local page = R(pageloc_addr + i)
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sx = sx - sx_l - (spl_l - page) * 256
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else
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sx = sx - sx_l
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end
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if hipos_addr ~= nil then
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local hipos = S(hipos_addr + i)
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sy = sy + (hipos - 1) * 256
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end
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return sx, sy
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end
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local function paused() return band(R(0x776), 1) end
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local function get_state()
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if R(0xE) == 0xFF then return 'power' end
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if R(0x774) > 0 then return 'lagging' end
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if R(0x7A2) > 0 then return 'waiting_demo' end
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if R(0x717) > 0 then return 'playing_demo' end
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-- if R(0x770) == 0xFF then return 'power' end
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if paused() ~= 0 then return 'paused' end
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if R(0xE) == 0 then return 'world_screen' end
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-- if R(0x712) == 1 then return 'deadmusic' end
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if R(0x7CA) == 0x94 then return 'dead' end
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if R(0xE) == 4 then return 'win_flagpole' end
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if R(0xE) == 5 then return 'win_walking' end
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if R(0xE) == 6 then return 'lose' end
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-- if R(0x770) == 0 then return 'not_playing' end
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if R(0x770) == 2 then return 'win_castle' end
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if R(0x772) == 2 then return 'no_control' end
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if R(0x772) == 3 then return 'playing' end
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if R(0x770) == 1 then return 'loading' end
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if R(0x770) == 3 then return 'lose' end
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return 'unknown'
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end
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local function advance()
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emu.frameadvance()
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while emu.lagged() do emu.frameadvance() end -- skip lag frames.
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while R(0x774) > 0 do emu.frameadvance() end -- also lag frames.
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end
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local function handle_enemies()
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-- enemies, flagpole
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for i = 0, 5 do
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local x, y = getxy(i, 0x87, 0xCF, 0x6E, 0xB6)
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x, y = x + 8, y + 16
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local tid = R(0x16 + i)
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local flags = R(0xF + i)
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--local offscr = R(0x3D8 + i)
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local invisible = tid < 0x10 and flags == 0
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if tid == 0x30 then y = y - 8 end -- flagpole flag
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if tid == 0x31 then y = y - 8 end -- castle flag
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if tid == 0x16 then x, y = x - 4, y - 12 end -- fireworks
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if tid >= 0x24 and tid <= 0x29 then x, y = x + 16, y - 12 end -- moving platforms
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if tid == 0x2D then x, y = x, y end -- bowser (TODO: determine head or body)
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if tid == 0x15 then x, y = x, y - 12 end -- bowser fire
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if tid == 0x32 then x, y = x, y - 8 end -- spring
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-- tid == 0x35 -- toad
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if tid == 0x1D or tid == 0x1B then -- rotating fire bars
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x, y = x - 4, y - 12
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-- this is a mess... gotta find out its rotation and then project.
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-- TODO: handle long fire bars too
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local rot = R(0xA0 + i) --* 0x100 + R(0x58 + i)
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gui.text(x-13, y-3+9, ("%04X"):format(rot), '#FFFFFF', '#0000003F')
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local x_off, y_off = gcfg.rotation_offsets[rot*2+1], gcfg.rotation_offsets[rot*2+2]
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x, y = x + x_off, y + y_off
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end
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if invisible then
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mark_sprite(0, 0, 0)
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else
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mark_sprite(x, y, tid + 1)
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end
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end
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end
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local function handle_fireballs()
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for i = 0, 1 do
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local x, y = getxy(i, 0x8D, 0xD5, 0x74, 0xBC)
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x, y = x + 4, y + 4
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local state = R(0x24 + i)
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local invisible = state == 0
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if invisible then
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mark_sprite(0, 0, 0)
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else
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mark_sprite(x, y, 257)
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end
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end
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end
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local function handle_blocks()
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for i = 0, 3 do
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local x, y = getxy(i, 0x8F, 0xD7, 0x76, 0xBE)
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x, y = x + 8, y + 8
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local state = R(0x26 + i)
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local invisible = state == 0
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if invisible then
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mark_sprite(0, 0, 0)
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else
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mark_sprite(x, y, 258)
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end
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end
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end
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local function handle_hammers()
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-- hammers, coins, score bonus text...
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for i = 0, 8 do
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local x, y = getxy(i, 0x93, 0xDB, 0x7A, 0xC2)
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x, y = x + 8, y + 8
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local state = R(0x2A + i)
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-- skip coin effect states. not interactable; we don't care!
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if state ~= 0
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and state >= 0x30
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then
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mark_sprite(x, y, state + 1)
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else
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mark_sprite(0, 0, 0)
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end
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end
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end
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local function handle_misc()
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for i = 0, 0 do
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local x, y = getxy(i, 0x9C, 0xE4, 0x83, 0xCB)
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x, y = x + 8, y + 8
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local state = R(0x33 + i)
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if state ~= 0 then
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mark_sprite(x, y, state + 1)
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else
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mark_sprite(0, 0, 0)
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end
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end
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end
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local function handle_tiles()
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--local tile_col = R(0x6A0)
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local tile_scroll = floor(R(0x73F) / 16) + R(0x71A) * 16
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local tile_scroll_remainder = R(0x73F) % 16
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extra_input[#extra_input+1] = tile_scroll_remainder
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for y = 0, 12 do
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for x = 0, 16 do
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local col = (x + tile_scroll) % 32
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local t
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if col < 16 then
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t = R(0x500 + y * 16 + (col % 16))
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else
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t = R(0x5D0 + y * 16 + (col % 16))
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end
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local sx = x * 16 + 8 - tile_scroll_remainder
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local sy = y * 16 + 40
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mark_tile(sx, sy, t)
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end
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end
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end
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-- learning and evaluation.
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local function prepare_epoch()
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base_params = network:collect()
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if cfg.playback_mode then return end
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print('preparing epoch '..tostring(epoch_i)..'.')
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empty(trial_noise)
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empty(trial_rewards)
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-- TODO: (optionally) save memory.
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-- generate noise as needed by saving the seed
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-- (the os.time() as of here) and calling nn.normal() each trial.
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-- of course this doubles the amount of time we spend generating noise,
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-- but that's a fair tradeoff for dividing memory used by noise by `epoch_trials`.
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local precision = (pow(cfg.deviation, 1/-0.51175585) - 8.68297257) / 1.66484392
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print(("chosen precision: %.2f"):format(precision))
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for i = 1, cfg.epoch_trials do
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local noise = nn.zeros(#base_params)
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-- NOTE: change in implementation: deviation is multiplied here
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-- and ONLY here now.
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if i % 2 == 0 then -- FIXME: just messing around.
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--if cfg.graycode then
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--local precision = 1 / cfg.deviation
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--print(cfg.deviation, precision)
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for j = 1, #base_params do
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noise[j] = exp(-precision * nn.uniform())
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end
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for j = 1, #base_params do
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noise[j] = nn.uniform() < 0.5 and noise[j] or -noise[j]
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end
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-- TODO? wrap/bound domain to [-1,1].
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-- dunno if this will work with the learning rate stuff.
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else
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for j = 1, #base_params do
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noise[j] = cfg.deviation * nn.normal()
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end
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end
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trial_noise[i] = noise
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end
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trial_i = -1
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end
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local function load_next_pair()
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trial_i = trial_i + 1
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if trial_i == 0 and not cfg.unperturbed_trial then
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trial_i = 1
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trial_neg = true
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end
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local W = nn.copy(base_params)
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if trial_i > 0 then
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if trial_neg then
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if not cfg.defer_prints then print('trial', trial_i, 'positive') end
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local noise = trial_noise[trial_i]
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for i, v in ipairs(base_params) do
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W[i] = v + noise[i]
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end
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else
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trial_i = trial_i - 1
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if not cfg.defer_prints then print('trial', trial_i, 'positive') end
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local noise = trial_noise[trial_i]
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for i, v in ipairs(base_params) do
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W[i] = v - noise[i]
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end
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end
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trial_neg = not trial_neg
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else
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if not cfg.defer_prints then print("test trial") end
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end
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network:distribute(W)
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end
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local function load_next_trial()
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if cfg.negate_trials then return load_next_pair() end
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trial_i = trial_i + 1
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local W = nn.copy(base_params)
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if trial_i == 0 and not cfg.unperturbed_trial then
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trial_i = 1
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end
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if trial_i > 0 then
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print('loading trial', trial_i)
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local noise = trial_noise[trial_i]
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for i, v in ipairs(base_params) do
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W[i] = v + noise[i]
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end
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else
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print("test trial")
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end
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network:distribute(W)
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end
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local function fitness_shaping(rewards)
|
|
-- lifted from: https://github.com/atgambardella/pytorch-es/blob/master/train.py
|
|
local decreasing = nn.copy(rewards)
|
|
sort(decreasing, function(a, b) return a > b end)
|
|
local shaped_returns = {}
|
|
local lamb = #rewards
|
|
|
|
local denom = 0
|
|
for i, v in ipairs(rewards) do
|
|
local l = log2(lamb / 2 + 1)
|
|
local r = log2(nn.indexof(decreasing, v))
|
|
denom = denom + max(0, l - r)
|
|
end
|
|
|
|
for i, v in ipairs(rewards) do
|
|
local l = log2(lamb / 2 + 1)
|
|
local r = log2(nn.indexof(decreasing, v))
|
|
local numer = max(0, l - r)
|
|
insert(shaped_returns, numer / denom + 1 / lamb)
|
|
end
|
|
|
|
return shaped_returns
|
|
end
|
|
|
|
local function unperturbed_rank(rewards, unperturbed_reward)
|
|
-- lifted from: https://github.com/atgambardella/pytorch-es/blob/master/train.py
|
|
local nth_place = 1
|
|
for i, v in ipairs(rewards) do
|
|
if v > unperturbed_reward then
|
|
nth_place = nth_place + 1
|
|
end
|
|
end
|
|
return nth_place
|
|
end
|
|
|
|
local function learn_from_epoch()
|
|
print()
|
|
--print('rewards:', trial_rewards)
|
|
|
|
--for _, v in ipairs(trial_rewards) do insert(all_rewards, v) end
|
|
|
|
if cfg.unperturbed_trial then
|
|
local nth_place = unperturbed_rank(trial_rewards, trial_rewards[0])
|
|
|
|
-- a rank of 1 means our gradient is uninformative.
|
|
print(("test trial: %d out of %d"):format(nth_place, #trial_rewards))
|
|
end
|
|
|
|
local step = nn.zeros(#base_params)
|
|
|
|
-- new stuff
|
|
|
|
local best_rewards
|
|
if cfg.negate_trials then
|
|
-- select one (the best) reward of each pos/neg pair.
|
|
best_rewards = {}
|
|
for i = 1, cfg.epoch_trials do
|
|
local ind = (i - 1) * 2 + 1
|
|
local pos = trial_rewards[ind + 0]
|
|
local neg = trial_rewards[ind + 1]
|
|
best_rewards[i] = max(pos, neg)
|
|
end
|
|
else
|
|
best_rewards = nn.copy(trial_rewards)
|
|
end
|
|
|
|
local indices = {}
|
|
for i = 1, #best_rewards do indices[i] = i end
|
|
sort(indices, function(a, b) return best_rewards[a] > best_rewards[b] end)
|
|
|
|
--print("indices:", indices)
|
|
for i = cfg.epoch_top_trials + 1, #best_rewards do indices[i] = nil end
|
|
print("best trials:", indices)
|
|
|
|
local top_rewards = {}
|
|
for i = 1, #trial_rewards do top_rewards[i] = 0 end
|
|
for _, ind in ipairs(indices) do
|
|
local sind = (ind - 1) * 2 + 1
|
|
top_rewards[sind + 0] = trial_rewards[sind + 0]
|
|
top_rewards[sind + 1] = trial_rewards[sind + 1]
|
|
end
|
|
print("top:", top_rewards)
|
|
|
|
local _, reward_dev = calc_mean_dev(top_rewards)
|
|
--print("mean, dev:", _, reward_dev)
|
|
if reward_dev == 0 then reward_dev = 1 end
|
|
|
|
for i, v in ipairs(top_rewards) do top_rewards[i] = v / reward_dev end
|
|
|
|
-- NOTE: step no longer directly incorporates learning_rate.
|
|
for i = 1, cfg.epoch_trials do
|
|
local ind = (i - 1) * 2 + 1
|
|
local pos = top_rewards[ind + 0]
|
|
local neg = top_rewards[ind + 1]
|
|
local reward = pos - neg
|
|
local noise = trial_noise[i]
|
|
for j, v in ipairs(noise) do
|
|
step[j] = step[j] + reward * v / cfg.epoch_top_trials
|
|
end
|
|
end
|
|
|
|
local step_mean, step_dev = calc_mean_dev(step)
|
|
if abs(step_mean) > 1e-3 then print("step mean:", step_mean) end
|
|
--print("step stddev:", step_dev)
|
|
print("full step stddev:", cfg.learning_rate * step_dev)
|
|
|
|
for i, v in ipairs(base_params) do
|
|
base_params[i] = v + cfg.learning_rate * step[i] - cfg.weight_decay * v
|
|
end
|
|
|
|
if cfg.enable_network then
|
|
network:distribute(base_params)
|
|
network:save()
|
|
else
|
|
print("note: not updating weights in playable mode.")
|
|
end
|
|
|
|
print()
|
|
end
|
|
|
|
local function joypad_mash(button)
|
|
local jp_mash = {
|
|
up = false,
|
|
down = false,
|
|
left = false,
|
|
right = false,
|
|
A = false,
|
|
B = false,
|
|
select = false,
|
|
start = false,
|
|
}
|
|
assert(jp_mash[button] == false, "invalid button: "..tostring(button), 1)
|
|
jp_mash[button] = emu.framecount() % 2 == 1
|
|
joypad.write(1, jp_mash)
|
|
end
|
|
|
|
local function do_reset()
|
|
local state = get_state()
|
|
-- be a little more descriptive.
|
|
if state == 'dead' and get_timer() == 0 then state = 'timeup' end
|
|
|
|
if trial_i >= 0 and cfg.defer_prints then
|
|
if trial_i == 0 then
|
|
print('test trial reward:', reward, "("..state..")")
|
|
elseif cfg.negate_trials then
|
|
--local dir = trial_neg and "negative" or "positive"
|
|
--print('trial', trial_i, dir, 'reward:', reward, "("..state..")")
|
|
|
|
if trial_neg then
|
|
local pos = trial_rewards[#trial_rewards]
|
|
local neg = reward
|
|
local fmt = "trial %i rewards: %+i, %+i (%s, %s)"
|
|
print(fmt:format(trial_i, pos, neg, last_trial_state, state))
|
|
end
|
|
last_trial_state = state
|
|
else
|
|
print('trial', trial_i, 'reward:', reward, "("..state..")")
|
|
end
|
|
else
|
|
print("reward:", reward, "("..state..")")
|
|
end
|
|
|
|
if trial_i >= 0 then
|
|
if trial_i == 0 or not cfg.negate_trials then
|
|
trial_rewards[trial_i] = reward
|
|
else
|
|
trial_rewards[#trial_rewards + 1] = reward
|
|
end
|
|
end
|
|
|
|
if epoch_i == 0 or (trial_i == cfg.epoch_trials and trial_neg) then
|
|
if epoch_i > 0 then learn_from_epoch() end
|
|
if not cfg.playback_mode then epoch_i = epoch_i + 1 end
|
|
prepare_epoch()
|
|
end
|
|
|
|
if get_state() == 'loading' then advance() end -- kind of a hack.
|
|
reward = 0
|
|
powerup_old = R(0x754)
|
|
status_old = R(0x756)
|
|
coins_old = R(0x7ED) * 10 + R(0x7EE)
|
|
score_old = get_score()
|
|
|
|
-- set number of lives. (mario gets n+1 chances)
|
|
W(0x75A, cfg.starting_lives)
|
|
|
|
if cfg.start_big then
|
|
-- make mario "super".
|
|
W(0x754, 0)
|
|
W(0x756, 1)
|
|
end
|
|
|
|
--max_time = min(log(epoch_i) * 10 + 100, cfg.cap_time)
|
|
--max_time = min(8 * sqrt(360 / cfg.epoch_trials * (epoch_i - 1)) + 100, cfg.cap_time)
|
|
max_time = min(6 * sqrt(480 / cfg.epoch_trials * (epoch_i - 1)) + 60, cfg.cap_time)
|
|
max_time = ceil(max_time)
|
|
--max_time = cfg.cap_time
|
|
|
|
if once then
|
|
savestate.load(startsave)
|
|
else
|
|
savestate.save(startsave)
|
|
end
|
|
once = true
|
|
|
|
jp = nil
|
|
screen_scroll_delta = 0
|
|
emu.frameadvance() -- prevents emulator from quirking up.
|
|
|
|
load_next_trial()
|
|
|
|
reset = false
|
|
end
|
|
|
|
local function init()
|
|
network = make_network(gcfg.input_size)
|
|
network:reset()
|
|
network:print()
|
|
print("parameters:", network.n_param)
|
|
|
|
if cfg.init_zeros then
|
|
local W = network:collect()
|
|
for i, w in ipairs(W) do W[i] = 0 end
|
|
network:distribute(W)
|
|
end
|
|
|
|
emu.poweron()
|
|
emu.unpause()
|
|
emu.speedmode("turbo")
|
|
|
|
while emu.framecount() < 195 do -- FIXME: don't hardcode this.
|
|
joypad_mash('start')
|
|
emu.frameadvance()
|
|
end
|
|
--print(emu.framecount())
|
|
|
|
local res, err = pcall(network.load, network)
|
|
if res == false then print(err) end
|
|
end
|
|
|
|
local function prepare_reset()
|
|
if cfg.playback_mode then return end
|
|
reset = true
|
|
end
|
|
|
|
local function doit(dummy)
|
|
local ingame_paused = get_state() == "paused"
|
|
|
|
-- 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.
|
|
-- well, that shouldn't happen anymore now that i've disabled left+right.
|
|
local timer = get_timer()
|
|
if ingame_paused or random() > 1 - cfg.timer_loser and R(0x1D) == 0 and R(0x57) == 0 then
|
|
timer = timer - 1
|
|
end
|
|
if not cfg.playback_mode then
|
|
timer = clamp(timer, 0, max_time)
|
|
if cfg.enable_network then
|
|
set_timer(timer)
|
|
end
|
|
end
|
|
|
|
local tf0 = total_frames % 1000
|
|
local tf1 = (total_frames % 1000000 - tf0) / 1000
|
|
local tf2 = (total_frames - tf0 - tf1) / 1000000
|
|
gui.text(12, 212, ("%03i,%03i,%03i"):format(tf2,tf1,tf0), '#FFFFFF', '#0000003F')
|
|
|
|
screen_scroll_delta = screen_scroll_delta + R(0x775)
|
|
|
|
if dummy == true then
|
|
-- don't invoke AI this frame. (keep holding the old inputs)
|
|
gui.text(89, 16, ("%+5i"):format(reward), '#FFFFFF', '#0000003F')
|
|
return
|
|
end
|
|
|
|
empty(sprite_input)
|
|
empty(tile_input)
|
|
empty(extra_input)
|
|
|
|
-- TODO: check if mario is in a playable state.
|
|
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)
|
|
|
|
local vx, vy = S(0x57), S(0x9F)
|
|
insert(extra_input, vx)
|
|
insert(extra_input, vy)
|
|
|
|
if cfg.time_inputs then
|
|
for i=2,5 do
|
|
insert(extra_input, band(total_frames, lshift(1, i)))
|
|
end
|
|
end
|
|
|
|
handle_enemies()
|
|
handle_fireballs()
|
|
-- blocks being hit. not interactable; we don't care!
|
|
--handle_blocks()
|
|
handle_hammers()
|
|
handle_misc()
|
|
handle_tiles()
|
|
|
|
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 flagpole_bonus = R(0xE) == 4 and cfg.frameskip or 0
|
|
--local reward_delta = screen_scroll_delta + status_delta * 256 + flagpole_bonus
|
|
local score_delta = get_score() - score_old
|
|
if score_delta < 0 then score_delta = 0 end
|
|
local reward_delta = screen_scroll_delta + score_delta + flagpole_bonus
|
|
screen_scroll_delta = 0
|
|
|
|
if cfg.decrement_reward and reward_delta == 0 then reward_delta = reward_delta - 1 end
|
|
|
|
if not ingame_paused then reward = reward + reward_delta end
|
|
|
|
--gui.text(72, 12, ("%+4i"):format(reward_delta), '#FFFFFF', '#0000003F')
|
|
gui.text(89, 16, ("%+5i"):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 prepare_reset() end
|
|
end
|
|
if get_state() == 'lose' then
|
|
-- this shouldn't happen if we catch the deaths as above.
|
|
print("ran out of lives.")
|
|
if not cfg.playback_mode then prepare_reset() end
|
|
end
|
|
|
|
-- lose a point for every frame paused.
|
|
--if ingame_paused then reward = reward - 1 end
|
|
if ingame_paused then reward = reward - 402; prepare_reset() 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 = {}
|
|
for i, v in ipairs(sprite_input) do insert(X, v / 256) end
|
|
for i, v in ipairs(extra_input) do insert(X, v / 256) end
|
|
nn.reshape(X, 1, gcfg.input_size)
|
|
nn.reshape(tile_input, 1, gcfg.tile_count)
|
|
|
|
if cfg.enable_network and get_state() == 'playing' or ingame_paused then
|
|
total_frames = total_frames + cfg.frameskip
|
|
|
|
local outputs = network:forward({[nn_x]=X, [nn_tx]=tile_input})
|
|
|
|
local eps = lerp(cfg.eps_start, cfg.eps_stop, total_frames / cfg.eps_frames)
|
|
if cfg.det_epsilon and random() < eps then
|
|
local i = floor(random() * #gcfg.jp_lut) + 1
|
|
jp = nn.copy(gcfg.jp_lut[i], jp)
|
|
else
|
|
local choose = cfg.deterministic and argmax or softchoice
|
|
local ind = choose(unpack(outputs[nn_z]))
|
|
jp = nn.copy(gcfg.jp_lut[ind], jp)
|
|
end
|
|
|
|
if force_start then
|
|
jp = {
|
|
up = false,
|
|
down = false,
|
|
left = false,
|
|
right = false,
|
|
A = false,
|
|
B = false,
|
|
start = force_start_old,
|
|
select = false,
|
|
}
|
|
end
|
|
end
|
|
|
|
coins_old = coins
|
|
powerup_old = powerup
|
|
status_old = status
|
|
force_start_old = force_start
|
|
state_old = get_state()
|
|
score_old = get_score()
|
|
end
|
|
|
|
init()
|
|
|
|
while true do
|
|
gui.text(4, 12, get_state(), '#FFFFFF', '#0000003F')
|
|
|
|
while gcfg.bad_states[get_state()] do
|
|
-- mash the start button until we have control.
|
|
joypad_mash('start')
|
|
prepare_reset()
|
|
|
|
advance()
|
|
gui.text(4, 12, get_state(), '#FFFFFF', '#0000003F')
|
|
|
|
while get_state() == "loading" do advance() end -- kind of a hack.
|
|
state_old = get_state()
|
|
end
|
|
|
|
if reset then do_reset() end
|
|
|
|
if not cfg.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
|
|
|
|
-- FIXME: if the game lags then we might miss our frame to change inputs!
|
|
-- don't rely on emu.framecount.
|
|
local doot = jp == nil or emu.framecount() % cfg.frameskip == 0
|
|
doit(not doot)
|
|
|
|
-- jp might still be nil if we're not ingame or we're not playing.
|
|
if jp ~= nil then joypad.write(1, jp) end
|
|
|
|
advance()
|
|
end
|