--Update to Seth-Bling's MarI/O app config = require "config" spritelist = require "spritelist" game = require "game" mathFunctions = require "mathFunctions" util = require "util" guiWidth, guiHeight = gui.resolution() form = gui.renderctx.new(500, 500) netPicture = gui.renderctx.new(470, 200) runInitialized = {} frameAdvanced = {} --int forms.pictureBox(int formhandle, [int? x = null], [int? y = null], [int? width = null], [int? height = null]) --[[ GenerationLabel = forms.label(form, "Generation: " .. pool.generation, 5, 5) SpeciesLabel = forms.label(form, "Species: " .. pool.currentSpecies, 130, 5) GenomeLabel = forms.label(form, "Genome: " .. pool.currentGenome, 230, 5) MeasuredLabel = forms.label(form, "Measured: " .. "", 330, 5) FitnessLabel = forms.label(form, "Fitness: " .. "", 5, 30) MaxLabel = forms.label(form, "Max: " .. "", 130, 30) BananasLabel = forms.label(form, "Bananas: " .. "", 5, 65) CoinsLabel = forms.label(form, "Coins: " .. "", 130, 65, 90, 14) LivesLabel = forms.label(form, "Lives: " .. "", 130, 80, 90, 14) DmgLabel = forms.label(form, "Damage: " .. "", 230, 65, 110, 14) PowerUpLabel = forms.label(form, "PowerUp: " .. "", 230, 80, 110, 14) ]] --[[ startButton = forms.button(form, "Start", flipState, 155, 102) restartButton = forms.button(form, "Restart", initializePool, 155, 102) saveButton = forms.button(form, "Save", savePool, 5, 102) loadButton = forms.button(form, "Load", loadPool, 80, 102) playTopButton = forms.button(form, "Play Top", playTop, 230, 102) saveLoadLabel = forms.label(form, "Save/Load:", 5, 129) ]] saveLoadFile = config.NeatConfig.Filename .. ".pool" spritelist.InitSpriteList() spritelist.InitExtSpriteList() Inputs = config.InputSize+1 Outputs = #config.ButtonNames 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"] = config.NeatConfig.MutateConnectionsChance genome.mutationRates["link"] = config.NeatConfig.LinkMutationChance genome.mutationRates["bias"] = config.NeatConfig.BiasMutationChance genome.mutationRates["node"] = config.NeatConfig.NodeMutationChance genome.mutationRates["enable"] = config.NeatConfig.EnableMutationChance genome.mutationRates["disable"] = config.NeatConfig.DisableMutationChance genome.mutationRates["step"] = config.NeatConfig.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 --neuron.dw = 1 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[config.NeatConfig.MaxNodes+o] = newNeuron() end table.sort(genome.genes, function (a,b) return (a.out < b.out) end) for i=1,#genome.genes do local gene = genome.genes[i] if gene.enabled then if network.neurons[gene.out] == nil then network.neurons[gene.out] = newNeuron() end local neuron = network.neurons[gene.out] table.insert(neuron.incoming, gene) if network.neurons[gene.into] == nil then network.neurons[gene.into] = newNeuron() end end end genome.network = network end function evaluateNetwork(network, inputs, inputDeltas) table.insert(inputs, 1) table.insert(inputDeltas,99) if #inputs ~= Inputs then print("Incorrect number of neural network inputs.") return {} end for i=1,Inputs do network.neurons[i].value = inputs[i] * inputDeltas[i] end for _,neuron in pairs(network.neurons) do local sum = 0 for j = 1,#neuron.incoming do local incoming = neuron.incoming[j] local other = network.neurons[incoming.into] sum = sum + incoming.weight * other.value end if #neuron.incoming > 0 then neuron.value = mathFunctions.sigmoid(sum) end end local outputs = {} for o=1,Outputs do local button = o - 1 if network.neurons[config.NeatConfig.MaxNodes+o].value > 0 then outputs[button] = true else outputs[button] = false end end return outputs end function crossover(g1, g2) -- Make sure g1 is the higher fitness genome if g2.fitness > g1.fitness then tempg = g1 g1 = g2 g2 = tempg end local child = newGenome() 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) for mutation,rate in pairs(g1.mutationRates) do child.mutationRates[mutation] = rate end return child end function randomNeuron(genes, nonInput) local neurons = {} if not nonInput then for i=1,Inputs do neurons[i] = true end end for o=1,Outputs do neurons[config.NeatConfig.MaxNodes+o] = true end for i=1,#genes do if (not nonInput) or genes[i].into > Inputs then neurons[genes[i].into] = true end if (not nonInput) or genes[i].out > Inputs then neurons[genes[i].out] = true end end local count = 0 for _,_ in pairs(neurons) do count = count + 1 end local n = math.random(1, count) for k,v in pairs(neurons) do n = n-1 if n == 0 then return k end end return 0 end function containsLink(genes, link) for i=1,#genes do local gene = genes[i] if gene.into == link.into and gene.out == link.out then return true end end end function pointMutate(genome) local step = genome.mutationRates["step"] for i=1,#genome.genes do local gene = genome.genes[i] if math.random() < config.NeatConfig.PerturbChance then gene.weight = gene.weight + math.random() * step*2 - step else gene.weight = math.random()*4-2 end end end function linkMutate(genome, forceBias) local neuron1 = randomNeuron(genome.genes, false) local neuron2 = randomNeuron(genome.genes, true) local newLink = newGene() if neuron1 <= Inputs and neuron2 <= Inputs then --Both input nodes return end if neuron2 <= Inputs then -- Swap output and input local temp = neuron1 neuron1 = neuron2 neuron2 = temp end newLink.into = neuron1 newLink.out = neuron2 if forceBias then newLink.into = Inputs end if containsLink(genome.genes, newLink) then return end newLink.innovation = newInnovation() newLink.weight = math.random()*4-2 table.insert(genome.genes, newLink) end function nodeMutate(genome) if #genome.genes == 0 then return end genome.maxneuron = genome.maxneuron + 1 local gene = genome.genes[math.random(1,#genome.genes)] if not gene.enabled then return end gene.enabled = false local gene1 = copyGene(gene) gene1.out = genome.maxneuron gene1.weight = 1.0 gene1.innovation = newInnovation() gene1.enabled = true table.insert(genome.genes, gene1) local gene2 = copyGene(gene) gene2.into = genome.maxneuron gene2.innovation = newInnovation() gene2.enabled = true table.insert(genome.genes, gene2) end function enableDisableMutate(genome, enable) local candidates = {} for _,gene in pairs(genome.genes) do if gene.enabled == not enable then table.insert(candidates, gene) end end if #candidates == 0 then return end local gene = candidates[math.random(1,#candidates)] gene.enabled = not gene.enabled 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 if math.random() < genome.mutationRates["connections"] then pointMutate(genome) 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 function disjoint(genes1, genes2) local i1 = {} for i = 1,#genes1 do local gene = genes1[i] i1[gene.innovation] = true 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 local n = math.max(#genes1, #genes2) return disjointGenes / n end function weights(genes1, genes2) local i2 = {} for i = 1,#genes2 do local gene = genes2[i] i2[gene.innovation] = gene 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 return sum / coincident end function sameSpecies(genome1, genome2) local dd = config.NeatConfig.DeltaDisjoint*disjoint(genome1.genes, genome2.genes) local dw = config.NeatConfig.DeltaWeights*weights(genome1.genes, genome2.genes) return dd + dw < config.NeatConfig.DeltaThreshold 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 species.averageFitness = total / #species.genomes 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] table.sort(species.genomes, function (a,b) return (a.fitness > b.fitness) end) local remaining = math.ceil(#species.genomes/2) if cutToOne then remaining = 1 end while #species.genomes > remaining do table.remove(species.genomes) end end end function breedChild(species) local child = {} if math.random() < config.NeatConfig.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] table.sort(species.genomes, function (a,b) return (a.fitness > b.fitness) end) if species.genomes[1].fitness > species.topFitness then species.topFitness = species.genomes[1].fitness species.staleness = 0 else species.staleness = species.staleness + 1 end if species.staleness < config.NeatConfig.StaleSpecies or species.topFitness >= pool.maxFitness then table.insert(survived, species) end end pool.species = survived end function removeWeakSpecies() local survived = {} local sum = totalAverageFitness() for s = 1,#pool.species do local species = pool.species[s] breed = math.floor(species.averageFitness / sum * config.NeatConfig.Population) if breed >= 1 then table.insert(survived, species) end end 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 if not foundSpecies then local childSpecies = newSpecies() table.insert(childSpecies.genomes, child) table.insert(pool.species, childSpecies) 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 * config.NeatConfig.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 < config.NeatConfig.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 writeFile(saveLoadFile .. ".gen" .. pool.generation .. ".pool") end function initializePool(after) pool = newPool() for i=1,config.NeatConfig.Population do basic = basicGenome() addToSpecies(basic) end initializeRun(after) end function on_timer() if config.StartPowerup ~= NIL then game.writePowerup(config.StartPowerup) end rightmost = 0 pool.currentFrame = 0 timeout = config.NeatConfig.TimeoutConstant game.clearJoypad() startBananas = game.getBananas() startCoins = game.getCoins() startLives = game.getLives() checkPartyCollision = true partyHitCounter = 0 powerUpCounter = 0 powerUpBefore = game.getPowerup() local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] generateNetwork(genome) evaluateCurrent() for i=#runInitialized,1,-1 do table.remove(runInitialized, i)() end end local rew = movie.to_rewind(config.NeatConfig.Filename) function on_post_rewind() set_timer_timeout(1) end function on_video() gui.kill_frame() end function initializeRun(after) settings.set_speed(1) gui.subframe_update(false) table.insert(runInitialized, after) movie.unsafe_rewind(rew) end function evaluateCurrent() local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] local inputDeltas = {} inputs, inputDeltas = game.getInputs() controller = evaluateNetwork(genome.network, inputs, inputDeltas) if controller[6] and controller[7] then controller[6] = false controller[7] = false end if controller[4] and controller[5] then controller[4] = false controller[5] = false end for b=1,#config.ButtonNames,1 do if controller[b] then input.set(0, b - 1, 1) else input.set(0, b - 1, 0) end end end function on_input() for i=#frameAdvanced,1,-1 do table.remove(frameAdvanced, i)() end end function on_paint() gui.left_gap(500) gui.top_gap(0) gui.bottom_gap(0) gui.right_gap(0) if genomeDisplay ~= nil and movie.currentframe() % 10 == 0 then displayGenome(genomeDisplay) end gui.renderctx.setnull() form:render():draw(-500, 0) end function advanceFrame(after) table.insert(frameAdvanced, after) --exec("+advance-frame") end function mainLoop (species, genome) advanceFrame(function() if not config.Running then return end if species ~= nil and genome ~= nil then 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 gui.circle(game.screenX-84, game.screenY-84, 192 / 2, 1, 0x50000000) --[[ forms.settext(FitnessLabel, "Fitness: " .. math.floor(rightmost - (pool.currentFrame) / 2 - (timeout + timeoutBonus)*2/3)) forms.settext(GenerationLabel, "Generation: " .. pool.generation) forms.settext(SpeciesLabel, "Species: " .. pool.currentSpecies) forms.settext(GenomeLabel, "Genome: " .. pool.currentGenome) forms.settext(MaxLabel, "Max: " .. math.floor(pool.maxFitness)) forms.settext(MeasuredLabel, "Measured: " .. math.floor(measured/total*100) .. "%") forms.settext(BananasLabel, "Bananas: " .. (game.getBananas() - startBananas)) forms.settext(CoinsLabel, "Coins: " .. (game.getCoins() - startCoins)) forms.settext(LivesLabel, "Lives: " .. Lives) forms.settext(DmgLabel, "Damage: " .. partyHitCounter) forms.settext(PowerUpLabel, "PowerUp: " .. powerUpCounter) ]] pool.currentFrame = pool.currentFrame + 1 end species = pool.species[pool.currentSpecies] genome = species.genomes[pool.currentGenome] genomeDisplay = genome if pool.currentFrame%5 == 0 then evaluateCurrent() end for b=1,#config.ButtonNames,1 do if controller[b] then input.set(0, b - 1, 1) else input.set(0, b - 1, 0) end end game.getPositions() if partyX > rightmost then rightmost = partyX timeout = config.NeatConfig.TimeoutConstant end local hitTimer = game.getHitTimer() if checkPartyCollision == true then if hitTimer > 0 then partyHitCounter = partyHitCounter + 1 --print("party took damage, hit counter: " .. partyHitCounter) checkPartyCollision = false end end if hitTimer == 0 then checkPartyCollision = true end powerUp = game.getPowerup() if powerUp > 0 then if powerUp ~= powerUpBefore then powerUpCounter = powerUpCounter+1 powerUpBefore = powerUp end end Lives = game.getLives() timeout = timeout - 1 local timeoutBonus = pool.currentFrame / 4 if timeout + timeoutBonus <= 0 then local bananas = game.getBananas() - startBananas local coins = game.getCoins() - startCoins print("Bananas: " .. bananas .. " coins: " .. coins) local bananaCoinsFitness = (bananas * 50) + (coins * 0.2) if (bananas + coins) > 0 then print("Bananas and Coins added " .. bananaCoinsFitness .. " fitness") end local hitPenalty = partyHitCounter * 100 local powerUpBonus = powerUpCounter * 100 local fitness = bananaCoinsFitness - hitPenalty + powerUpBonus + rightmost - pool.currentFrame / 2 if startLives < Lives then local ExtraLiveBonus = (Lives - startLives)*1000 fitness = fitness + ExtraLiveBonus print("ExtraLiveBonus added " .. ExtraLiveBonus) end if rightmost > 4816 then fitness = fitness + 1000 print("!!!!!!Beat level!!!!!!!") end if fitness == 0 then fitness = -1 end genome.fitness = fitness if fitness > pool.maxFitness then pool.maxFitness = fitness writeFile(saveLoadFile .. ".gen" .. pool.generation .. ".pool") end print("Gen " .. pool.generation .. " species " .. pool.currentSpecies .. " genome " .. pool.currentGenome .. " fitness: " .. fitness) pool.currentSpecies = 1 pool.currentGenome = 1 while fitnessAlreadyMeasured() do nextGenome() end initializeRun(function() mainLoop(species, genome) end) return end advanceFrame(mainLoop) 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 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) netPicture:clear() netPicture:set() gui.solidrectangle(0, 0, 470, 200, 0x80808080) local network = genome.network local cells = {} local i = 1 local cell = {} for dy=-config.BoxRadius,config.BoxRadius do for dx=-config.BoxRadius,config.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 + 14 * o cell.value = network.neurons[config.NeatConfig.MaxNodes + o].value cells[config.NeatConfig.MaxNodes+o] = cell local color if cell.value > 0 then color = 0x000000FF else color = 0x00000000 end gui.text(223, 24+14*o, config.ButtonNames[o], color, 0xff000000) end for n,neuron in pairs(network.neurons) do cell = {} if n > Inputs and n <= config.NeatConfig.MaxNodes then cell.x = 140 cell.y = 40 cell.value = neuron.value cells[n] = cell end 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 <= config.NeatConfig.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 if c1.x > 220 then c1.x = 220 end c1.y = 0.75*c1.y + 0.25*c2.y end if gene.out > Inputs and gene.out <= config.NeatConfig.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.rectangle( 50-config.BoxRadius*5-3, 70-config.BoxRadius*5-3, config.BoxRadius*10+5, config.BoxRadius*10+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.rectangle( math.floor(cell.x-5), math.floor(cell.y-5), 5, 5, 1, 0x00, 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 local color = 0x80-math.floor(math.abs(mathFunctions.sigmoid(gene.weight))*0x80) if gene.weight > 0 then color = opacity + 0x8000 + 0x10000*color else color = opacity + 0x800000 + 0x100*color end gui.line( math.floor(c1.x+1), math.floor(c1.y), math.floor(c2.x-3), math.floor(c2.y), color ) end end gui.rectangle( 49, 71, 2, 7, 0x00000000, 0x80FF0000 ) local pos = 100 for mutation,rate in pairs(genome.mutationRates) do gui.text(100, pos, mutation .. ": " .. rate, 0x00000000, 0xff000000) pos = pos + 14 end local bitmap = netPicture:render() form:set() bitmap:draw(5, 250) gui.renderctx.setnull() end function savePool() local filename = saveLoadFile print(filename) writeFile(filename) end function mysplit(inputstr, sep) if sep == nil then sep = "%s" end local t={} ; i=1 for str in string.gmatch(inputstr, "([^"..sep.."]+)") do t[i] = str i = i + 1 end return t end function loadFile(filename, after) print("Loading pool from " .. filename) local file = io.open(filename, "r") pool = newPool() pool.generation = file:read("*number") pool.maxFitness = file:read("*number") forms.settext(MaxLabel, "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() local enabled local geneStr = file:read("*line") local geneArr = mysplit(geneStr) gene.into = tonumber(geneArr[1]) gene.out = tonumber(geneArr[2]) gene.weight = tonumber(geneArr[3]) gene.innovation = tonumber(geneArr[4]) enabled = tonumber(geneArr[5]) if enabled == 0 then gene.enabled = false else gene.enabled = true end table.insert(genome.genes, gene) end end end file:close() while fitnessAlreadyMeasured() do nextGenome() end initializeRun(function() pool.currentFrame = pool.currentFrame + 1 print("Pool loaded.") after() end) end function flipState() if config.Running == true then config.Running = false forms.settext(startButton, "Start") else config.Running = true forms.settext(startButton, "Stop") end end function loadPool(after) filename = forms.openfile("DP1.state.pool",config.PoolDir) loadFile(filename, after) 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(MaxLabel, "Max Fitness: " .. math.floor(pool.maxFitness)) initializeRun() pool.currentFrame = pool.currentFrame + 1 return end function on_quit() netPicture:clear() form:clear() end if pool == nil then initializePool(function() writeFile(config.PoolDir.."temp.pool") mainLoop() end) else writeFile(config.PoolDir.."temp.pool") mainLoop() end