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-- Feel free to use this code, but please do not redistribute it.
-- Intended for use with the BizHawk emulator and Super Mario World or Super Mario
Bros. ROM.
-- For SMW, make sure you have a save state named "DP1.state" at the beginning of a
level,
-- and put a copy in both the Lua folder and the root directory of BizHawk.
BoxRadius = 6
InputSize = (BoxRadius*2+1)*(BoxRadius*2+1)
Inputs = InputSize+1
Outputs = #ButtonNames
Population = 300
DeltaDisjoint = 2.0
DeltaWeights = 0.4
DeltaThreshold = 1.0
StaleSpecies = 15
MutateConnectionsChance = 0.25
PerturbChance = 0.90
CrossoverChance = 0.75
LinkMutationChance = 2.0
NodeMutationChance = 0.50
BiasMutationChance = 0.40
StepSize = 0.1
DisableMutationChance = 0.4
EnableMutationChance = 0.2
TimeoutConstant = 20
MaxNodes = 1000000
function getPositions()
if gameinfo.getromname() == "Super Mario World (USA)" then
marioX = memory.read_s16_le(0x94)
marioY = memory.read_s16_le(0x96)
screenX = marioX-layer1x
screenY = marioY-layer1y
elseif gameinfo.getromname() == "Super Mario Bros." then
marioX = memory.readbyte(0x6D) * 0x100 + memory.readbyte(0x86)
marioY = memory.readbyte(0x03B8)+16
screenX = memory.readbyte(0x03AD)
screenY = memory.readbyte(0x03B8)
end
end
if memory.readbyte(addr) ~= 0 then
return 1
else
return 0
end
end
end
function getSprites()
if gameinfo.getromname() == "Super Mario World (USA)" then
local sprites = {}
for slot=0,11 do
local status = memory.readbyte(0x14C8+slot)
if status ~= 0 then
spritex = memory.readbyte(0xE4+slot) +
memory.readbyte(0x14E0+slot)*256
spritey = memory.readbyte(0xD8+slot) +
memory.readbyte(0x14D4+slot)*256
sprites[#sprites+1] = {["x"]=spritex, ["y"]=spritey}
end
end
return sprites
elseif gameinfo.getromname() == "Super Mario Bros." then
local sprites = {}
for slot=0,4 do
local enemy = memory.readbyte(0xF+slot)
if enemy ~= 0 then
local ex = memory.readbyte(0x6E + slot)*0x100 +
memory.readbyte(0x87+slot)
local ey = memory.readbyte(0xCF + slot)+24
sprites[#sprites+1] = {["x"]=ex,["y"]=ey}
end
end
return sprites
end
end
function getExtendedSprites()
if gameinfo.getromname() == "Super Mario World (USA)" then
local extended = {}
for slot=0,11 do
local number = memory.readbyte(0x170B+slot)
if number ~= 0 then
spritex = memory.readbyte(0x171F+slot) +
memory.readbyte(0x1733+slot)*256
spritey = memory.readbyte(0x1715+slot) +
memory.readbyte(0x1729+slot)*256
extended[#extended+1] = {["x"]=spritex, ["y"]=spritey}
end
end
return extended
elseif gameinfo.getromname() == "Super Mario Bros." then
return {}
end
end
function getInputs()
getPositions()
sprites = getSprites()
extended = getExtendedSprites()
local inputs = {}
for dy=-BoxRadius*16,BoxRadius*16,16 do
for dx=-BoxRadius*16,BoxRadius*16,16 do
inputs[#inputs+1] = 0
for i = 1,#sprites do
distx = math.abs(sprites[i]["x"] - (marioX+dx))
disty = math.abs(sprites[i]["y"] - (marioY+dy))
if distx <= 8 and disty <= 8 then
inputs[#inputs] = -1
end
end
for i = 1,#extended do
distx = math.abs(extended[i]["x"] - (marioX+dx))
disty = math.abs(extended[i]["y"] - (marioY+dy))
if distx < 8 and disty < 8 then
inputs[#inputs] = -1
end
end
end
end
--mariovx = memory.read_s8(0x7B)
--mariovy = memory.read_s8(0x7D)
return inputs
end
function sigmoid(x)
return 2/(1+math.exp(-4.9*x))-1
end
function newInnovation()
pool.innovation = pool.innovation + 1
return pool.innovation
end
function newPool()
local pool = {}
pool.species = {}
pool.generation = 0
pool.innovation = Outputs
pool.currentSpecies = 1
pool.currentGenome = 1
pool.currentFrame = 0
pool.maxFitness = 0
return pool
end
function newSpecies()
local species = {}
species.topFitness = 0
species.staleness = 0
species.genomes = {}
species.averageFitness = 0
return species
end
function newGenome()
local genome = {}
genome.genes = {}
genome.fitness = 0
genome.adjustedFitness = 0
genome.network = {}
genome.maxneuron = 0
genome.globalRank = 0
genome.mutationRates = {}
genome.mutationRates["connections"] = MutateConnectionsChance
genome.mutationRates["link"] = LinkMutationChance
genome.mutationRates["bias"] = BiasMutationChance
genome.mutationRates["node"] = NodeMutationChance
genome.mutationRates["enable"] = EnableMutationChance
genome.mutationRates["disable"] = DisableMutationChance
genome.mutationRates["step"] = StepSize
return genome
end
function copyGenome(genome)
local genome2 = newGenome()
for g=1,#genome.genes do
table.insert(genome2.genes, copyGene(genome.genes[g]))
end
genome2.maxneuron = genome.maxneuron
genome2.mutationRates["connections"] = genome.mutationRates["connections"]
genome2.mutationRates["link"] = genome.mutationRates["link"]
genome2.mutationRates["bias"] = genome.mutationRates["bias"]
genome2.mutationRates["node"] = genome.mutationRates["node"]
genome2.mutationRates["enable"] = genome.mutationRates["enable"]
genome2.mutationRates["disable"] = genome.mutationRates["disable"]
return genome2
end
function basicGenome()
local genome = newGenome()
local innovation = 1
genome.maxneuron = Inputs
mutate(genome)
return genome
end
function newGene()
local gene = {}
gene.into = 0
gene.out = 0
gene.weight = 0.0
gene.enabled = true
gene.innovation = 0
return gene
end
function copyGene(gene)
local gene2 = newGene()
gene2.into = gene.into
gene2.out = gene.out
gene2.weight = gene.weight
gene2.enabled = gene.enabled
gene2.innovation = gene.innovation
return gene2
end
function newNeuron()
local neuron = {}
neuron.incoming = {}
neuron.value = 0.0
return neuron
end
function generateNetwork(genome)
local network = {}
network.neurons = {}
for i=1,Inputs do
network.neurons[i] = newNeuron()
end
for o=1,Outputs do
network.neurons[MaxNodes+o] = newNeuron()
end
genome.network = network
end
for i=1,Inputs do
network.neurons[i].value = inputs[i]
end
local outputs = {}
for o=1,Outputs do
local button = "P1 " .. ButtonNames[o]
if network.neurons[MaxNodes+o].value > 0 then
outputs[button] = true
else
outputs[button] = false
end
end
return outputs
end
local innovations2 = {}
for i=1,#g2.genes do
local gene = g2.genes[i]
innovations2[gene.innovation] = gene
end
for i=1,#g1.genes do
local gene1 = g1.genes[i]
local gene2 = innovations2[gene1.innovation]
if gene2 ~= nil and math.random(2) == 1 and gene2.enabled then
table.insert(child.genes, copyGene(gene2))
else
table.insert(child.genes, copyGene(gene1))
end
end
child.maxneuron = math.max(g1.maxneuron,g2.maxneuron)
return child
end
local count = 0
for _,_ in pairs(neurons) do
count = count + 1
end
local n = math.random(1, count)
return 0
end
function pointMutate(genome)
local step = genome.mutationRates["step"]
for i=1,#genome.genes do
local gene = genome.genes[i]
if math.random() < PerturbChance then
gene.weight = gene.weight + math.random() * step*2 - step
else
gene.weight = math.random()*4-2
end
end
end
newLink.into = neuron1
newLink.out = neuron2
if forceBias then
newLink.into = Inputs
end
table.insert(genome.genes, newLink)
end
function nodeMutate(genome)
if #genome.genes == 0 then
return
end
genome.maxneuron = genome.maxneuron + 1
if #candidates == 0 then
return
end
function mutate(genome)
for mutation,rate in pairs(genome.mutationRates) do
if math.random(1,2) == 1 then
genome.mutationRates[mutation] = 0.95*rate
else
genome.mutationRates[mutation] = 1.05263*rate
end
end
local p = genome.mutationRates["link"]
while p > 0 do
if math.random() < p then
linkMutate(genome, false)
end
p = p - 1
end
p = genome.mutationRates["bias"]
while p > 0 do
if math.random() < p then
linkMutate(genome, true)
end
p = p - 1
end
p = genome.mutationRates["node"]
while p > 0 do
if math.random() < p then
nodeMutate(genome)
end
p = p - 1
end
p = genome.mutationRates["enable"]
while p > 0 do
if math.random() < p then
enableDisableMutate(genome, true)
end
p = p - 1
end
p = genome.mutationRates["disable"]
while p > 0 do
if math.random() < p then
enableDisableMutate(genome, false)
end
p = p - 1
end
end
local i2 = {}
for i = 1,#genes2 do
local gene = genes2[i]
i2[gene.innovation] = true
end
local disjointGenes = 0
for i = 1,#genes1 do
local gene = genes1[i]
if not i2[gene.innovation] then
disjointGenes = disjointGenes+1
end
end
for i = 1,#genes2 do
local gene = genes2[i]
if not i1[gene.innovation] then
disjointGenes = disjointGenes+1
end
end
return disjointGenes / n
end
local sum = 0
local coincident = 0
for i = 1,#genes1 do
local gene = genes1[i]
if i2[gene.innovation] ~= nil then
local gene2 = i2[gene.innovation]
sum = sum + math.abs(gene.weight - gene2.weight)
coincident = coincident + 1
end
end
function rankGlobally()
local global = {}
for s = 1,#pool.species do
local species = pool.species[s]
for g = 1,#species.genomes do
table.insert(global, species.genomes[g])
end
end
table.sort(global, function (a,b)
return (a.fitness < b.fitness)
end)
for g=1,#global do
global[g].globalRank = g
end
end
function calculateAverageFitness(species)
local total = 0
for g=1,#species.genomes do
local genome = species.genomes[g]
total = total + genome.globalRank
end
function totalAverageFitness()
local total = 0
for s = 1,#pool.species do
local species = pool.species[s]
total = total + species.averageFitness
end
return total
end
function cullSpecies(cutToOne)
for s = 1,#pool.species do
local species = pool.species[s]
function breedChild(species)
local child = {}
if math.random() < CrossoverChance then
g1 = species.genomes[math.random(1, #species.genomes)]
g2 = species.genomes[math.random(1, #species.genomes)]
child = crossover(g1, g2)
else
g = species.genomes[math.random(1, #species.genomes)]
child = copyGenome(g)
end
mutate(child)
return child
end
function removeStaleSpecies()
local survived = {}
for s = 1,#pool.species do
local species = pool.species[s]
pool.species = survived
end
function removeWeakSpecies()
local survived = {}
pool.species = survived
end
function addToSpecies(child)
local foundSpecies = false
for s=1,#pool.species do
local species = pool.species[s]
if not foundSpecies and sameSpecies(child, species.genomes[1]) then
table.insert(species.genomes, child)
foundSpecies = true
end
end
function newGeneration()
cullSpecies(false) -- Cull the bottom half of each species
rankGlobally()
removeStaleSpecies()
rankGlobally()
for s = 1,#pool.species do
local species = pool.species[s]
calculateAverageFitness(species)
end
removeWeakSpecies()
local sum = totalAverageFitness()
local children = {}
for s = 1,#pool.species do
local species = pool.species[s]
breed = math.floor(species.averageFitness / sum * Population) - 1
for i=1,breed do
table.insert(children, breedChild(species))
end
end
cullSpecies(true) -- Cull all but the top member of each species
while #children + #pool.species < Population do
local species = pool.species[math.random(1, #pool.species)]
table.insert(children, breedChild(species))
end
for c=1,#children do
local child = children[c]
addToSpecies(child)
end
pool.generation = pool.generation + 1
function initializePool()
pool = newPool()
for i=1,Population do
basic = basicGenome()
addToSpecies(basic)
end
initializeRun()
end
function clearJoypad()
controller = {}
for b = 1,#ButtonNames do
controller["P1 " .. ButtonNames[b]] = false
end
joypad.set(controller)
end
function initializeRun()
savestate.load(Filename);
rightmost = 0
pool.currentFrame = 0
timeout = TimeoutConstant
clearJoypad()
function evaluateCurrent()
local species = pool.species[pool.currentSpecies]
local genome = species.genomes[pool.currentGenome]
inputs = getInputs()
controller = evaluateNetwork(genome.network, inputs)
joypad.set(controller)
end
function nextGenome()
pool.currentGenome = pool.currentGenome + 1
if pool.currentGenome > #pool.species[pool.currentSpecies].genomes then
pool.currentGenome = 1
pool.currentSpecies = pool.currentSpecies+1
if pool.currentSpecies > #pool.species then
newGeneration()
pool.currentSpecies = 1
end
end
end
function fitnessAlreadyMeasured()
local species = pool.species[pool.currentSpecies]
local genome = species.genomes[pool.currentGenome]
return genome.fitness ~= 0
end
function displayGenome(genome)
local network = genome.network
local cells = {}
local i = 1
local cell = {}
for dy=-BoxRadius,BoxRadius do
for dx=-BoxRadius,BoxRadius do
cell = {}
cell.x = 50+5*dx
cell.y = 70+5*dy
cell.value = network.neurons[i].value
cells[i] = cell
i = i + 1
end
end
local biasCell = {}
biasCell.x = 80
biasCell.y = 110
biasCell.value = network.neurons[Inputs].value
cells[Inputs] = biasCell
for o = 1,Outputs do
cell = {}
cell.x = 220
cell.y = 30 + 8 * o
cell.value = network.neurons[MaxNodes + o].value
cells[MaxNodes+o] = cell
local color
if cell.value > 0 then
color = 0xFF0000FF
else
color = 0xFF000000
end
gui.drawText(223, 24+8*o, ButtonNames[o], color, 9)
end
for n=1,4 do
for _,gene in pairs(genome.genes) do
if gene.enabled then
local c1 = cells[gene.into]
local c2 = cells[gene.out]
if gene.into > Inputs and gene.into <= MaxNodes then
c1.x = 0.75*c1.x + 0.25*c2.x
if c1.x >= c2.x then
c1.x = c1.x - 40
end
if c1.x < 90 then
c1.x = 90
end
end
if gene.out > Inputs and gene.out <= MaxNodes then
c2.x = 0.25*c1.x + 0.75*c2.x
if c1.x >= c2.x then
c2.x = c2.x + 40
end
if c2.x < 90 then
c2.x = 90
end
if c2.x > 220 then
c2.x = 220
end
c2.y = 0.25*c1.y + 0.75*c2.y
end
end
end
end
gui.drawBox(50-BoxRadius*5-3,70-BoxRadius*5-
3,50+BoxRadius*5+2,70+BoxRadius*5+2,0xFF000000, 0x80808080)
for n,cell in pairs(cells) do
if n > Inputs or cell.value ~= 0 then
local color = math.floor((cell.value+1)/2*256)
if color > 255 then color = 255 end
if color < 0 then color = 0 end
local opacity = 0xFF000000
if cell.value == 0 then
opacity = 0x50000000
end
color = opacity + color*0x10000 + color*0x100 + color
gui.drawBox(cell.x-2,cell.y-2,cell.x+2,cell.y+2,opacity,color)
end
end
for _,gene in pairs(genome.genes) do
if gene.enabled then
local c1 = cells[gene.into]
local c2 = cells[gene.out]
local opacity = 0xA0000000
if c1.value == 0 then
opacity = 0x20000000
end
gui.drawBox(49,71,51,78,0x00000000,0x80FF0000)
if forms.ischecked(showMutationRates) then
local pos = 100
for mutation,rate in pairs(genome.mutationRates) do
gui.drawText(100, pos, mutation .. ": " .. rate, 0xFF000000, 10)
pos = pos + 8
end
end
end
function writeFile(filename)
local file = io.open(filename, "w")
file:write(pool.generation .. "\n")
file:write(pool.maxFitness .. "\n")
file:write(#pool.species .. "\n")
for n,species in pairs(pool.species) do
file:write(species.topFitness .. "\n")
file:write(species.staleness .. "\n")
file:write(#species.genomes .. "\n")
for m,genome in pairs(species.genomes) do
file:write(genome.fitness .. "\n")
file:write(genome.maxneuron .. "\n")
for mutation,rate in pairs(genome.mutationRates) do
file:write(mutation .. "\n")
file:write(rate .. "\n")
end
file:write("done\n")
file:write(#genome.genes .. "\n")
for l,gene in pairs(genome.genes) do
file:write(gene.into .. " ")
file:write(gene.out .. " ")
file:write(gene.weight .. " ")
file:write(gene.innovation .. " ")
if(gene.enabled) then
file:write("1\n")
else
file:write("0\n")
end
end
end
end
file:close()
end
function savePool()
local filename = forms.gettext(saveLoadFile)
writeFile(filename)
end
function loadFile(filename)
local file = io.open(filename, "r")
pool = newPool()
pool.generation = file:read("*number")
pool.maxFitness = file:read("*number")
forms.settext(maxFitnessLabel, "Max Fitness: " ..
math.floor(pool.maxFitness))
local numSpecies = file:read("*number")
for s=1,numSpecies do
local species = newSpecies()
table.insert(pool.species, species)
species.topFitness = file:read("*number")
species.staleness = file:read("*number")
local numGenomes = file:read("*number")
for g=1,numGenomes do
local genome = newGenome()
table.insert(species.genomes, genome)
genome.fitness = file:read("*number")
genome.maxneuron = file:read("*number")
local line = file:read("*line")
while line ~= "done" do
genome.mutationRates[line] = file:read("*number")
line = file:read("*line")
end
local numGenes = file:read("*number")
for n=1,numGenes do
local gene = newGene()
table.insert(genome.genes, gene)
local enabled
gene.into, gene.out, gene.weight, gene.innovation, enabled
= file:read("*number", "*number", "*number", "*number", "*number")
if enabled == 0 then
gene.enabled = false
else
gene.enabled = true
end
end
end
end
file:close()
while fitnessAlreadyMeasured() do
nextGenome()
end
initializeRun()
pool.currentFrame = pool.currentFrame + 1
end
function loadPool()
local filename = forms.gettext(saveLoadFile)
loadFile(filename)
end
function playTop()
local maxfitness = 0
local maxs, maxg
for s,species in pairs(pool.species) do
for g,genome in pairs(species.genomes) do
if genome.fitness > maxfitness then
maxfitness = genome.fitness
maxs = s
maxg = g
end
end
end
pool.currentSpecies = maxs
pool.currentGenome = maxg
pool.maxFitness = maxfitness
forms.settext(maxFitnessLabel, "Max Fitness: " ..
math.floor(pool.maxFitness))
initializeRun()
pool.currentFrame = pool.currentFrame + 1
return
end
function onExit()
forms.destroy(form)
end
writeFile("temp.pool")
event.onexit(onExit)
while true do
local backgroundColor = 0xD0FFFFFF
if not forms.ischecked(hideBanner) then
gui.drawBox(0, 0, 300, 26, backgroundColor, backgroundColor)
end
if forms.ischecked(showNetwork) then
displayGenome(genome)
end
if pool.currentFrame%5 == 0 then
evaluateCurrent()
end
joypad.set(controller)
getPositions()
if marioX > rightmost then
rightmost = marioX
timeout = TimeoutConstant
end
timeout = timeout - 1
local measured = 0
local total = 0
for _,species in pairs(pool.species) do
for _,genome in pairs(species.genomes) do
total = total + 1
if genome.fitness ~= 0 then
measured = measured + 1
end
end
end
if not forms.ischecked(hideBanner) then
gui.drawText(0, 0, "Gen " .. pool.generation .. " species " ..
pool.currentSpecies .. " genome " .. pool.currentGenome .. " (" ..
math.floor(measured/total*100) .. "%)", 0xFF000000, 11)
gui.drawText(0, 12, "Fitness: " .. math.floor(rightmost -
(pool.currentFrame) / 2 - (timeout + timeoutBonus)*2/3), 0xFF000000, 11)
gui.drawText(100, 12, "Max Fitness: " .. math.floor(pool.maxFitness),
0xFF000000, 11)
end
pool.currentFrame = pool.currentFrame + 1
emu.frameadvance();
end