--Update to Seth-Bling's MarI/O app config = require "config" spritelist = require "spritelist" game = require "game" mathFunctions = require "mathFunctions" util = require "util" 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 console.writeline("Incorrect number of neural network inputs.") return {} end for i=1,Inputs do network.neurons[i].value = inputs[i] * inputDeltas[i] --network.neurons[i].value = inputs[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 = "P1 " .. config.ButtonNames[o] 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("backup." .. pool.generation .. "." .. forms.gettext(saveLoadFile)) writeFile(forms.gettext(saveLoadFile) .. ".gen" .. pool.generation .. ".pool") end function initializePool() pool = newPool() for i=1,config.NeatConfig.Population do basic = basicGenome() addToSpecies(basic) end initializeRun() end function initializeRun() print("Hello") print(config.NeatConfig.Filename) local rew = movie.to_rewind(config.NeatConfig.Filename) movie.unsafe_rewind(rew) 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() checkMarioCollision = true marioHitCounter = 0 powerUpCounter = 0 powerUpBefore = game.getPowerup() local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] generateNetwork(genome) evaluateCurrent() 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["P1 Left"] and controller["P1 Right"] then controller["P1 Left"] = false controller["P1 Right"] = false end if controller["P1 Up"] and controller["P1 Down"] then controller["P1 Up"] = false controller["P1 Down"] = false end joypad.set(controller) end if pool == nil then initializePool() 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 form = forms.newform(500, 500, "Mario-Neat") netPicture = forms.pictureBox(form, 5, 250,470, 200) --int forms.pictureBox(int formhandle, [int? x = null], [int? y = null], [int? width = null], [int? height = null]) function displayGenome(genome) forms.clear(netPicture,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 + 8 * o cell.value = network.neurons[config.NeatConfig.MaxNodes + o].value cells[config.NeatConfig.MaxNodes+o] = cell local color if cell.value > 0 then color = 0xFF0000FF else color = 0xFF000000 end --gui.drawText(223, 24+8*o, config.ButtonNames[o], color, 9) forms.drawText(netPicture,223, 24+8*o, config.ButtonNames[o], color, 9) 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.drawBox(50-config.BoxRadius*5-3,70-config.BoxRadius*5-3,50+config.BoxRadius*5+2,70+config.BoxRadius*5+2,0xFF000000, 0x80808080) forms.drawBox(netPicture, 50-config.BoxRadius*5-3,70-config.BoxRadius*5-3,50+config.BoxRadius*5+2,70+config.BoxRadius*5+2,0xFF000000, 0x80808080) --oid forms.drawBox(int componenthandle, int x, int y, int x2, int y2, [color? line = null], [color? background = null]) 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 forms.drawBox(netPicture,cell.x-2,cell.y-2,cell.x+2,cell.y+2,opacity,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 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.drawLine(c1.x+1, c1.y, c2.x-3, c2.y, color) forms.drawLine(netPicture,c1.x+1, c1.y, c2.x-3, c2.y, color) end end --gui.drawBox(49,71,51,78,0x00000000,0x80FF0000) forms.drawBox(netPicture, 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) forms.drawText(netPicture,100, pos, mutation .. ": " .. rate, 0xFF000000, 10) --forms.drawText(pictureBox,400,pos, mutation .. ": " .. rate) --void forms.drawText(int componenthandle, int x, int y, string message, [color? forecolor = null], [color? backcolor = null], [int? fontsize = null], [string fontfamily = null], [string fontstyle = null], [string horizalign = null], [string vertalign = null]) pos = pos + 8 end --end forms.refresh(netPicture) 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) 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) 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() pool.currentFrame = pool.currentFrame + 1 print("Pool loaded.") 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() filename = forms.openfile("DP1.state.pool",config.PoolDir) --local filename = forms.gettext(saveLoadFile) forms.settext(saveLoadFile, filename) 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(MaxLabel, "Max Fitness: " .. math.floor(pool.maxFitness)) initializeRun() pool.currentFrame = pool.currentFrame + 1 return end function onExit() forms.destroy(form) end writeFile(config.PoolDir.."temp.pool") event.onexit(onExit) 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) saveLoadFile = forms.textbox(form, config.NeatConfig.Filename .. ".pool", 170, 25, nil, 5, 148) saveLoadLabel = forms.label(form, "Save/Load:", 5, 129) spritelist.InitSpriteList() spritelist.InitExtSpriteList() while true do if config.Running == true then local species = pool.species[pool.currentSpecies] local genome = species.genomes[pool.currentGenome] displayGenome(genome) if pool.currentFrame%5 == 0 then evaluateCurrent() end joypad.set(controller) game.getPositions() if partyX > rightmost then rightmost = partyX timeout = config.NeatConfig.TimeoutConstant end local hitTimer = game.getHitTimer() if checkMarioCollision == true then if hitTimer > 0 then marioHitCounter = marioHitCounter + 1 --console.writeline("Mario took damage, hit counter: " .. marioHitCounter) checkMarioCollision = false end end if hitTimer == 0 then checkMarioCollision = 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 --console.writeline("Bananas: " .. bananas .. " coins: " .. coins) local bananaCoinsFitness = (bananas * 50) + (coins * 0.2) if (bananas + coins) > 0 then console.writeline("Bananas and Coins added " .. bananaCoinsFitness .. " fitness") end local hitPenalty = marioHitCounter * 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 console.writeline("ExtraLiveBonus added " .. ExtraLiveBonus) end if rightmost > 4816 then fitness = fitness + 1000 console.writeline("!!!!!!Beat level!!!!!!!") end if fitness == 0 then fitness = -1 end genome.fitness = fitness if fitness > pool.maxFitness then pool.maxFitness = fitness --writeFile("backup." .. pool.generation .. "." .. forms.gettext(saveLoadFile)) writeFile(forms.gettext(saveLoadFile) .. ".gen" .. pool.generation .. ".pool") end console.writeline("Gen " .. pool.generation .. " species " .. pool.currentSpecies .. " genome " .. pool.currentGenome .. " fitness: " .. fitness) pool.currentSpecies = 1 pool.currentGenome = 1 while fitnessAlreadyMeasured() do nextGenome() end initializeRun() end 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.drawEllipse(game.screenX-84, game.screenY-84, 192, 192, 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: " .. marioHitCounter) forms.settext(PowerUpLabel, "PowerUp: " .. powerUpCounter) pool.currentFrame = pool.currentFrame + 1 end emu.frameadvance(); end