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WarIO.lua
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local boxRadius = 3
local playerX
local playerY
local currentSpecieNumber = 1
local stationaryFrames = 0
local generation = 1
local speciesPerGenome = 50
local charset = {} do -- [0-9a-zA-Z]
for c = 48, 57 do table.insert(charset, string.char(c)) end
for c = 65, 90 do table.insert(charset, string.char(c)) end
for c = 97, 122 do table.insert(charset, string.char(c)) end
end
function randomString(length)
if not length or length <= 0 then return '' end
return randomString(length - 1) .. charset[math.random(1, #charset)]
end
function generateId()
return randomString(5)
end
function updatePlayerLocation()
playerX = memory.readbyte(0x071C) + 256 * memory.readbyte(0x071A)
playerY = memory.readbyte(0x03B8)
end
function getBlocks(blocks)
for i = 0, 16 do
blocks[i] = {}
for j = 0, 13 do -- 16 * 13 = 208
local block = {}
local tempX = playerX + (i) * 16
local blockX = math.floor((tempX % 256) / 16)
local blockY = j * 16
local blockAddress = 0
if (math.floor(tempX / 256) % 2 == 1) then
blockAddress = 208
end
blockAddress = 0x0500 + blockAddress + blockY + blockX
if (memory.readbyte(blockAddress) ~= 0 and blockY < 13 * 16 and blockY >= 0) then
block.value = 10
else
block.value = 0
end
blocks[i][j] = block
end
end
return blocks
end
function getEnemies(blocks)
for i = 0, 5 do
if (memory.readbyte(0x00F + i) == 1) then
local enemy = {}
enemy.x = (memory.readbyte(0x0087 + i) + 256 * memory.readbyte(0x006E + i) - playerX)
if (enemy.x >= 0 and enemy.x <= 256) then
enemy.x = math.floor(enemy.x % 256 / 16)
enemy.y = math.floor((memory.readbyte(0x00CF + i) - 8) / 16)
enemy.value = -10
blocks[enemy.x + 1][enemy.y - 1] = enemy
end
end
end
blocks.enemies = enemies
return blocks
end
function getRandomGenome(number)
local genome = {}
for i = 1, number do
local specie = {}
-- creating layer 1
local nodes1 = {}
for j = 0, 16 do
nodes1[j] = {}
for k = 0, 13 do
nodes1[j][k] = {}
nodes1[j][k].weightA = math.random() - 0.5
nodes1[j][k].weightB = math.random() * 0.1
nodes1[j][k].out = {}
nodes1[j][k].out[1] = true
nodes1[j][k].out[2] = true
nodes1[j][k].out[3] = true
nodes1[j][k].out[4] = true
nodes1[j][k].out[5] = true
nodes1[j][k].out[6] = true
nodes1[j][k].value = 0
end
end
specie.layer1 = nodes1
-- creating layer 2
local nodes2 = {}
for i = 0, 6 do
nodes2[i] = {}
nodes2[i].value = 0
nodes2[i].numberToAverage = 0
end
specie.layer2 = nodes2
specie.id = generateId()
genome[i] = specie
end
return genome
end
local oldFitnessNoTime
local totalPreviousFitness
local finishedLevel = false
function testSpecie(specie, blocks)
-- First Layer
local nodes1 = specie.layer1
for i = 0, 16 do
for j = 0, 13 do
nodes1[i][j].value = sigmoid(nodes1[i][j].weightA * blocks[i][j].value + nodes1[i][j].weightB)
end
end
-- Second Layer
local nodes2 = specie.layer2
for i = 0, 16 do
for j = 0, 13 do
for k = 1, 6 do
if (nodes1[i][j].out[k]) then
nodes2[k].value = nodes2[k].value + nodes1[i][j].value
nodes2[k].numberToAverage = nodes2[k].numberToAverage + 1
end
end
end
end
for i = 0, 6 do
nodes2[i].value = nodes2[i].value / nodes2[i].numberToAverage
nodes2[i].numberToAverage = 0
end
local buttons = {}
buttons["P1 A"] = nodes2[1].value > 0.5
buttons["P1 B"] = nodes2[2].value > 0.5
buttons["P1 Up"] = nodes2[3].value > 0.5
buttons["P1 Down"] = nodes2[4].value > 0.5
buttons["P1 Left"] = nodes2[5].value > 0.5
buttons["P1 Right"] = nodes2[6].value > 0.5
buttons["P1 Start"] = false
buttons["P1 Select"] = false
joypad.set(buttons)
local currentFitnessNoTime = memory.readbyte(0x0086) + 256 * memory.readbyte(0x006D) + totalPreviousFitness
local time = 0
time = time + 100 * memory.readbyte(0x07F8)
time = time + 010 * memory.readbyte(0x07F9)
time = time + 001 * memory.readbyte(0x07FA)
local currentFitness = currentFitnessNoTime + 4 * time
specie.fitness = round(currentFitness)
if (memory.readbyte(0x001D) == 0x03 and not finishedLevel) then -- sliding down flagpole
finishedLevel = true
totalPreviousFitness = currentFitness + 750
end
if (finishedLevel) then
if (memory.readbyte(0x0770) == 02) then -- end of current world
finishedLevel = false
end
return
end
if (oldFitnessNoTime == currentFitnessNoTime) then
stationaryFrames = stationaryFrames + 1
if (stationaryFrames >= 90) then
memory.writebyte(0x00E, 0x0B) -- kill Mario
end
else
stationaryFrames = 0
end
oldFitnessNoTime = currentFitnessNoTime
gui.text(0, 40, "Fitness: " .. specie.fitness)
end
function sigmoid(x)
return 1 / (1 + math.exp(-1 * x))
end
function round(x)
return math.floor(x + 0.5)
end
function display(blocks)
for i = 0, 16 do
for j = 0, 13 do
if (blocks[i][j].value == 10) then
gui.drawBox(i * 2 * boxRadius - boxRadius, j * 2 * boxRadius - boxRadius + 32, i * 2 * boxRadius + boxRadius, j * 2 * boxRadius + boxRadius + 32, "white")
end
if (blocks[i][j].value == -10) then
gui.drawBox(i * 2 * boxRadius - boxRadius, j * 2 * boxRadius - boxRadius + 32, i * 2 * boxRadius + boxRadius, j * 2 * boxRadius + boxRadius + 32, "red")
end
end
end
end
function displayJoypad(joypad)
if (joypad["P1 A"] == true) then gui.drawBox(240, 40, 250, 55, "white", "white") end
gui.drawText(240, 40, "A")
if (joypad["P1 B"] == true) then gui.drawBox(240, 55, 250, 70, "white", "white") end
gui.drawText(240, 55, "B")
if (joypad["P1 Up"] == true) then gui.drawBox(240, 70, 250, 85, "white", "white") end
gui.drawText(240, 70, "U")
if (joypad["P1 Down"] == true) then gui.drawBox(240, 85, 250, 100, "white", "white") end
gui.drawText(240, 85, "D")
if (joypad["P1 Left"] == true) then gui.drawBox(240, 100, 250, 115, "white", "white") end
gui.drawText(240, 100, "L")
if (joypad["P1 Right"] == true) then gui.drawBox(240, 115, 250, 129, "white", "white") end
gui.drawText(240, 115, "R")
end
function compare(specie1, specie2)
return specie1.fitness > specie2.fitness
end
local percentToBreed = 0.2
local baseMutationRate = 0.04
local mutationRate = baseMutationRate
local lastMean = 0
local staleGenerations = 0
local numberToBreed = round(percentToBreed * speciesPerGenome)
function newGenome(oldGenome)
table.sort(oldGenome, compare)
local mean = 0
for i = 1, numberToBreed do
mean = mean + oldGenome[i].fitness
end
mean = round(mean / numberToBreed)
if (mean <= lastMean) then
staleGenerations = staleGenerations + 1
else
staleGenerations = 0
end
mutationRate = math.min(baseMutationRate + 0.01 * staleGenerations, 0.2)
local deltaMean = mean - lastMean
if (deltaMean > 0) then
deltaMean = "+" .. deltaMean
elseif (deltaMean == 0) then
deltaMean = "-"
end
local newGenome = breed(oldGenome)
print("====================")
print("generation " .. generation)
if (generation == 1) then
print("mean = " .. mean)
else
print("mean = " .. mean .. " (" .. deltaMean .. ")")
end
print("====================")
for i = 1, numberToBreed do
print(oldGenome[i].fitness .. " | " .. oldGenome[i].id)
end
lastMean = mean
if (staleGenerations == 20) then
newGenome = getRandomGenome(speciesPerGenome)
staleGenerations = 0
end
return newGenome
end
function breed(oldGenome)
local newGenome = {unpack(oldGenome) }
for i = numberToBreed + 1, speciesPerGenome do
local parentA = newGenome[math.floor(math.random() * numberToBreed) + 1]
local parentB = newGenome[math.floor(math.random() * numberToBreed) + 1]
newGenome[i] = {}
newGenome[i].layer1 = {}
newGenome[i].layer2 = {}
-- Layer One
for j = 0, 16 do
newGenome[i].layer1[j] = {}
for k = 0, 13 do
newGenome[i].layer1[j][k] = {}
if (math.random() > 0.5) then
newGenome[i].layer1[j][k].weightA = parentA.layer1[j][k].weightA
newGenome[i].layer1[j][k].weightB = parentA.layer1[j][k].weightB
else
newGenome[i].layer1[j][k].weightA = parentB.layer1[j][k].weightA
newGenome[i].layer1[j][k].weightB = parentB.layer1[j][k].weightB
end
newGenome[i].layer1[j][k].out = {}
for l = 1, 6 do
if (math.random() > 0.5) then
newGenome[i].layer1[j][k].out[l] = parentA.layer1[j][k].out[l]
else
newGenome[i].layer1[j][k].out[l] = parentB.layer1[j][k].out[l]
end
end
newGenome[i].value = 0
if (math.random() < mutationRate) then
newGenome[i].layer1[j][k].weightA = newGenome[i].layer1[j][k].weightA + ((math.random() * 0.4) - 0.2)
newGenome[i].layer1[j][k].weightB = newGenome[i].layer1[j][k].weightB + ((math.random() * 0.04) - 0.02)
end
end
end
-- Layer Two
for j = 0, 6 do
newGenome[i].layer2[j] = {}
newGenome[i].layer2[j].value = 0
newGenome[i].layer2[j].numberToAverage = 0
end
newGenome[i].fitness = 0
newGenome[i].id = generateId()
end
return newGenome
end
function loadGenome(number)
-- TODO make this actually work
print("Loading File...")
local filename = "load.gen"
local file = io.open(filename, "r")
local genome = {}
for i = 1, number do
local specie = {}
-- Creating Layer 1
local nodes1 = {}
for j = 0, 16 do
nodes1[j] = {}
for k = 0, 13 do
nodes1[j][k] = {}
nodes1[j][k].weightA = file:read("*number")
nodes1[j][k].weightB = file:read("*number")
nodes1[j][k].out = file:read("*number")
nodes1[j][k].value = 0
end
end
specie.layer1 = nodes1
-- Creating Layer 2
local nodes2 = {}
for i = 0, 6 do
nodes2[i] = {}
nodes2[i].value = 0
nodes2[i].numberToAverage = 0
end
specie.layer2 = nodes2
genome[i] = specie
line:read("*line")
end
file:close()
--]]
print("File Loaded.")
return genome
end
function resetVariables()
oldFitnessNoTime = 0
totalPreviousFitness = 0
end
-- Initialization
local genome = getRandomGenome(speciesPerGenome) -- loadGenome() or getRandomGenome()
local startTime = os.time()
oldFitnessNoTime = memory.readbyte(0x0086) + 256 * memory.readbyte(0x071A) - 40
savestate.load("SMB.State")
resetVariables()
function saveGenome(genome, filename)
local file = io.open(filename, "w")
for i = 1, speciesPerGenome do
file:write("====================\n")
file:write(genome[i].id .. "\n")
file:write("====================\n")
for j = 0, 16 do
for k = 0, 13 do
file:write(genome[i].layer1[j][k].weightA .. "\n")
file:write(genome[i].layer1[j][k].weightB .. "\n")
file:write(genome[i].layer1[j][k].out[1] and "1" or "0" .. "\n")
file:write(genome[i].layer1[j][k].out[2] and "1" or "0" .. "\n")
file:write(genome[i].layer1[j][k].out[3] and "1" or "0" .. "\n")
file:write(genome[i].layer1[j][k].out[4] and "1" or "0" .. "\n")
file:write(genome[i].layer1[j][k].out[5] and "1" or "0" .. "\n")
file:write(genome[i].layer1[j][k].out[6] and "1" or "0" .. "\n")
end
end
file:write("\n\n\n")
end
file:close()
end
while true do
local IsAlive = (memory.readbyte(0x00E) ~= 0x0B)
if (memory.readbyte(0x00B5) > 1) then
IsAlive = false
end
if (IsAlive == false) then
local buttons = {}
buttons["P1 A"] = false
buttons["P1 B"] = false
buttons["P1 Up"] = false
buttons["P1 Down"] = false
buttons["P1 Left"] = false
buttons["P1 Right"] = false
buttons["P1 Start"] = false
buttons["P1 Select"] = false
joypad.set(buttons)
savestate.load("SMB.State")
resetVariables()
if (currentSpecieNumber ~= #genome) then
currentSpecieNumber = currentSpecieNumber + 1
stationaryFrames = 0
else
saveGenome(genome, generation .. ".gen")
genome = newGenome(genome)
generation = generation + 1
currentSpecieNumber = 1
end
end
local currentSpecie = genome[currentSpecieNumber]
updatePlayerLocation()
local blocks = {}
blocks = getBlocks(blocks)
blocks = getEnemies(blocks)
testSpecie(currentSpecie, blocks)
display(blocks)
displayJoypad(joypad.getimmediate())
local time = os.time() - startTime
local days = math.floor(time / 86400)
local hours = math.floor((time % 86400) / 3600)
local minutes = math.floor((time % 3600) / 60)
local seconds = math.floor((time % 60))
local specieTextDigits = math.ceil(math.log(speciesPerGenome) / math.log(10))
gui.text(0, 10, "Generation: " .. generation)
gui.text(0, 25, "Species: " .. string.format("%0" .. specieTextDigits .. "d/", currentSpecieNumber) .. speciesPerGenome .. " (" .. currentSpecie.id .. ")")
gui.text(0, 65, "Mutation Rate: " .. (mutationRate * 100) .. "%")
gui.text(0, 80, "Stale Generations: " .. staleGenerations)
gui.text(0, 105, string.format("Runtime: %02d:%02d:%02d:%02d", days, hours, minutes, seconds))
emu.frameadvance()
end