From 2777b935a8abed29b198cbc5249eb5afb0778f49 Mon Sep 17 00:00:00 2001 From: qfox Date: Thu, 31 Jul 2008 00:06:52 +0000 Subject: [PATCH] BasicBot / LuaBot concept. Frontend very unstable when trying to save/load. Zero please check them out... --- documentation/luabot.lua | 420 --------------------------------------- 1 file changed, 420 deletions(-) delete mode 100644 documentation/luabot.lua diff --git a/documentation/luabot.lua b/documentation/luabot.lua deleted file mode 100644 index 67d99b37..00000000 --- a/documentation/luabot.lua +++ /dev/null @@ -1,420 +0,0 @@ --- LuaBot, concept bot for FCEU and ZSnes and any other emu that has compatible Lua engine --- qFox, 24 July 2008 --- version 1.03 - -local function realcount(t) -- accurately count the number of elements of a table, even if they contain nil values. not fast, but accurate. - local n = 0; - for i,_ in pairs(t) do - n = n + 1; - end; - return n; -end; - -local maxvalue = 100; -- always "true", yes, pressed -local minvalue = 0; -- always "false", no, released - --- the bot kind of works like this function. for every option, a value is requested from the programmer. --- if that value is higher then a random value 0-99, this function returns true, else false. --- the idea is that keys are pressed based on a heuristic value. if you want absolute values, simply --- return values like minvalue or maxvalue, or their syntactic equals yes/no and press/release (to make --- the sourcecode easier to read). you can use the variable maybe for 50% chance. --- this function also reduces a lot of calls to random() if the user uses absolute values. -local function rand_if(n) - if (n <= minvalue) then return false; end; - if (n >= maxvalue) then return true; end; - if (n > math.random(minvalue, maxvalue-1)) then return true; end; - return false; -end; - -local loopcounter = 0; -- counts the main loop -local key1 = {}; -- holds the to be pressed keys this frame for player 1 -local key2 = {}; -- holds the to be pressed keys this frame for player 2 -local lastkey1 = {}; -- keys pressed in previous frame for player 1 -local lastkey2 = {}; -- keys pressed in previous frame for player 2 -local frame = 0; -- number of frames (current value is current frame count, incremented at the start of a new frame) -local attempt = 1; -- number of attempts (current value is current attempt, incremented after the end of an attempt) -local segment = 1; -- number of segments (current value is current segment, incremented after the end of a segment) -local okattempts = 0; -- number of successfull attempts (including rollback) -local failattempts = 0; -- number of failed attempts (including rollback) - -local segments = {}; -- table that holds every segment, each segment is another table that consists of the score, ties, savestate (begin of segment), lastkeys, keys pressed, etc. -segments[1] = {}; -- initialize the first segment, we initialize the savestate right after the before code has ran - --- these dont have to be used, but it makes it easier to control here -local maxframes = 400; -local maxattempts = 200; -local maxsegments = 100; - -local playingbest = false; -- when going to the next segment, we need to play the best segment to record, this indicates when we're doing so -local keyrecording1 = {}; -- every key pressed for player 1 is put in here -local keyrecording2 = {}; -- every key pressed for player 2 is put in here - --- some constants/macro's/whatever to make source easier to read -local press = maxvalue; -local release = minvalue; -local yes = maxvalue; -local maybe = maxvalue/2; -- 50% -local no = minvalue; - --- static constants, will be used by the frontend later -local X = 95; -local Y = 30; -local Z = 0; -local P = 0; -local Q = 0; - -local vars = {}; -- variable table. each cell holds a variable. variables are remembered accross segments - -local outputcounter = 0; -local updateevery = 1000; - --- user defined functions - -local function getScore() -- score of current attempt - return 0; -end; - -local function getTie1() -- tie breaker of current attempt in case score is equal - return 0; -end; - -local function getTie2() -- second tie breaker - return 0; -end; - -local function getTie3() -- third tie breaker - return 0; -end; - -local function getTie4() -- fourth tie breaker - return 0; -end; - -local function isRunEnd() -- gets called 3x! twice in the main loop (every frame). determines whether the bot should quit. - return no; -end; - -local function mustRollBack() -- drop back to previous segment? called at the end of a segment - return no; -end; - -local function isSegmentEnd() -- end of current segment? (usually just x frames or being really stuck (to rollback)) - return yes; -end; - -local function isAttemptOk() -- is current run ok? like, did you die? (then the run is NOT ok... :). return no for no and yes for yes or be left by chance. - return yes; -end; - -local function isAttemptEnd() -- end of current attempt? (like when you die or reach a goal) - return yes; -end; - --- the next 2x8 functions determine whether a button should be pressed for player 1 and 2 --- return yes or no for absolute values, return anything between minvalue and maxvalue --- to set a chance of pressing that button. - -local function pressKeyA1() - return no; -end; - -local function pressKeyB1() - return no; -end; - -local function pressKeyStart1() - return no; -end; - -local function pressKeySelect1() - return no; -end; - -local function pressKeyUp1() - return no; -end; - -local function pressKeyDown1() - return no; -end; - -local function pressKeyLeft1() - return no; -end; - -local function pressKeyRight1() - return no; -end; - -local function pressKeyA2() - return no; -end; - -local function pressKeyB2() - return no; -end; - -local function pressKeyStart2() - return no; -end; - -local function pressKeySelect2() - return no; -end; - -local function pressKeyUp2() - return no; -end; - -local function pressKeyDown2() - return no; -end; - -local function pressKeyLeft2() - return no; -end; - -local function pressKeyRight2() - return no; -end; - --- now follow the "events", one for the start and end of a frame, attempt, segment and whole bot. none of them need to return anything - -function onBotLoopStart() -- this code should run before the bot starts, for instance to start the game from power on and get setup the game -end; - -local function onBotLoopEnd() -- code ran after the bot finishes -end; - -local function onSegmentStart() -- code ran after initializing a new segment, before onAttemptStart(). framecount is always one fewer then actual frame! -end; - -local function onSegmentEnd() -- code ran after a segment finishes, before cleanup of segment vars -end; - -local function onAttemptStart() -- code ran after initalizing a new attempt, before onInputStart(). not ran when playing back. framecount is always one fewer then actual frame! -end; - -local function onAttemptEnd(wasok) -- code ran after an attempt ends before cleanup code, argument is boolean true when attempt was ok, boolean false otherwise. not ran when playing back -end; - -local function onInputStart() -- code ran prior to getting input (keys are empty). not ran when playing back -end; - -local function onInputEnd() -- code ran after getting input (lastkey are still valid) (last function before frame ends, you can still manipulate the input here!). not ran when playing back -end; - --- the bot starts here.. - -onBotLoopStart(); -- run this code first - -segments[segment].savestate = savestate.create(); -- create anonymous savestate obj for start of first segment -savestate.save(segments[segment].savestate); -- save current state to it, it will be reloaded at the start of each frame -local startkey1 = key1; -- save the last key pressed in the onBotLoopStart. serves as an anchor for the first segment -local startkey2 = key2; -local startvars = vars; -- save the vars array (it might have been used by the onBotLoopStart) -lastkey1 = key1; -- to enter the loop... -lastkey2 = key2; ---FCEU.speedmode("maximum"); -- uncomment this line to make the bot run faster ("normal","turbo","maximum") - -onSegmentStart(); -onAttemptStart(); - -collectgarbage(); -- just in case... - --- This will loops for each frame, at the end of the while --- the frameadvance is called, causing it to advance -while (rand_if(isRunEnd())) do - loopcounter = loopcounter + 1; -- count the number of botloops - --gui.text(200,10,loopcounter); -- print it on the right side if you want to see the number of total frames - - if (not playingbest and rand_if(isAttemptEnd())) then -- load save state, continue with next attempt (disabled when playing back best) - -- record this attempt as the last attempt - if (not segments[segment].prev) then segments[segment].prev = {}; end; - segments[segment].prev.frames = frame; - segments[segment].prev.attempt = attempt; - segments[segment].prev.score = getScore(); - segments[segment].prev.tie1 = getTie1(); - segments[segment].prev.tie2 = getTie2(); - segments[segment].prev.tie3 = getTie3(); - segments[segment].prev.tie4 = getTie4(); - segments[segment].prev.ok = rand_if(isAttemptOk()); -- this is the check whether this attempt was valid or not. if not, it cannot become the best attempt. - -- update ok/failed attempt counters - if (segments[segment].prev.ok) then - okattempts = okattempts + 1; - onAttemptEnd(true); - else - failattempts = failattempts + 1; - onAttemptEnd(false); - end; - - -- if this attempt was better then the previous one, replace it - -- its a long IF, but all it checks (lazy eval) is whether the current - -- score is better then the previous one, or if its equal and the tie1 - -- is better then the previous tie1 or if the tie1 is equal to the prev - -- etc... for all four ties. Only tie4 actually needs to be better, tie1 - -- through tie3 can be equal as well, as long as the next tie breaks the - -- same tie of the previous attempt :) - if (segments[segment].prev.ok and (not segments[segment].best or (getScore() > segments[segment].best.score or (getScore() == segments[segment].best.score and (getTie1() > segments[segment].best.tie1 or (getTie1() == segments[segment].best.tie1 and (getTie1() > segments[segment].best.tie1 or (getTie1() == segments[segment].best.tie1 and (getTie1() > segments[segment].best.tie1 or (getTie1() == segments[segment].best.tie1 and getTie1() > segments[segment].best.tie1)))))))))) then - -- previous attempt was better then current best (or no current best - -- exists), so we (re)place it. - if (not segments[segment].best) then segments[segment].best = {}; end; - segments[segment].best.frames = segments[segment].prev.frames; - segments[segment].best.attempt = segments[segment].prev.attempt; - segments[segment].best.score = segments[segment].prev.score; - segments[segment].best.tie1 = segments[segment].prev.tie1; - segments[segment].best.tie2 = segments[segment].prev.tie2; - segments[segment].best.tie3 = segments[segment].prev.tie3; - segments[segment].best.tie4 = segments[segment].prev.tie4; - segments[segment].best.keys1 = keyrecording1; -- backup the recorded keys - segments[segment].best.keys2 = keyrecording2; -- backup the recorded keys player 2 - segments[segment].best.lastkey1 = lastkey1; -- backup the lastkey - segments[segment].best.lastkey2 = lastkey2; -- backup the lastkey - segments[segment].best.vars = vars; -- backup the vars table - end - - if (rand_if(isSegmentEnd())) then -- the current segment ends, replay the best attempt and continue from there onwards... - onSegmentEnd(); - if (rand_if(mustRollBack())) then -- rollback to previous segment - gui.text(50,50,"Rolling back to segment "..(segment-1)); - segments[segment] = nil; -- remove current segment data - attempt = 0; -- will be incremented in a few lines to be 1 - segment = segment - 1; - segments[segment].best = nil; - segments[segment].prev = nil; - collectgarbage(); -- collect the removed segment please - else - playingbest = true; -- this will start playing back the best attempt in this frame - end; - end; - - -- reset vars - attempt = attempt + 1; - frame = 0; - keyrecording1 = {}; -- reset the recordings :) - keyrecording2 = {}; - -- set lastkey to lastkey of previous segment (or start, if first segment) - -- also set the vars table to the table of the previous segment - if (segment == 1) then - lastkey1 = startkey1; - lastkey1 = startkey1; - vars = startvars; - else - lastkey1 = segments[segment-1].best.lastkey1; - lastkey2 = segments[segment-1].best.lastkey2; - vars = segments[segment-1].best.vars; - end; - -- load the segment savestate to go back to the start of this segment - if (segments[segment].savestate) then -- load segment savestate and try again :) - savestate.load(segments[segment].savestate); - else - fceu.crash(); -- this crashes because fceu is a nil table :) as long as gui.popup() doesnt work... we're crashing because no save state exists..? it should never happen. - end; - - if (rand_if(isRunEnd())) then break; end; -- if end of run, break out of main loop and run in end loop. - - if (not playingbest) then onAttemptStart(); end; -- only call this when not playing back best attempt. has decreased frame counter! - end; -- continues with (new) attempt - - -- increase framecounter _after_ processing attempt-end - frame = frame + 1; -- inrease the frame count (++frame?) - - if (playingbest and segments[segment].best) then -- press keys from memory (if there are any) - gui.text(10,150,"frame "..frame.." of "..segments[segment].best.frames); - if (frame >= segments[segment].best.frames) then -- end of playback, start new segment - playingbest = false; - lastkey1 = segments[segment].best.lastkey1; - lastkey2 = segments[segment].best.lastkey2; - vars = segments[segment].best.vars; - segment = segment + 1; - segments[segment] = {}; - -- create a new savestate for the start of this segment - segments[segment].savestate = savestate.create(); - savestate.save(segments[segment].savestate); - -- reset vars - frame = 0; -- onSegmentStart and onAttemptStart expect this to be one fewer... - attempt = 1; - --key1 = {}; -- i dont think this has to be done just for the two events below. they get reset anyways before input. - --key2 = {}; - keyrecording1 = {}; -- reset recordings :) - keyrecording2 = {}; - -- after this, the next segment starts because playingbest is no longer true - onSegmentStart(); - onAttemptStart(); - frame = 1; -- now set it to 1 - else - key1 = segments[segment].best.keys1[frame]; -- fill keys with that of the best attempt - key2 = segments[segment].best.keys2[frame]; - gui.text(10,10,"Playback best of segment "..segment.."\nFrame: "..frame); - end; - end; - - if (rand_if(isRunEnd())) then break; end; -- if end of run, break out of main loop - -- note this is the middle, this is where an attempt or segment has ended if it would and started if it would! - -- now comes the input part for this frame - - if (not playingbest) then -- when playing best, the keys have been filled above. - -- press keys from bot - gui.text(10,10,"Attempt: "..attempt.." / "..maxattempts.."\nFrame: "..frame.." / "..maxframes); - if (segments[segment] and segments[segment].best and segments[segment].prev) then - gui.text(10,30,"Last score: "..segments[segment].prev.score.." ok="..okattempts..", fail="..failattempts.."\nBest score: "..segments[segment].best.score); - elseif (segments[segment] and segments[segment].prev) then - gui.text(10,30,"Last score: "..segments[segment].prev.score.."\nBest score: none, fails="..failattempts); - end; - gui.text(10,50,"Segment: "..segment); - - key1 = {}; - key2 = {}; - - onInputStart(); - - -- player 1 - if (rand_if(pressKeyUp1()) ) then key1.up = 1; end; - if (rand_if(pressKeyDown1())) then key1.down = 1; end; - if (rand_if(pressKeyLeft1())) then key1.left = 1; end; - if (rand_if(pressKeyRight1())) then key1.right = 1; end; - if (rand_if(pressKeyA1())) then key1.A = 1; end; - if (rand_if(pressKeyB1())) then key1.B = 1; end; - if (rand_if(pressKeySelect1())) then key1.select = 1; end; - if (rand_if(pressKeyStart1())) then key1.start = 1; end; - - -- player 2 - if (rand_if(pressKeyUp2()) ) then key2.up = 1; end; - if (rand_if(pressKeyDown2())) then key2.down = 1; end; - if (rand_if(pressKeyLeft2())) then key2.left = 1; end; - if (rand_if(pressKeyRight2())) then key2.right = 1; end; - if (rand_if(pressKeyA2())) then key2.A = 1; end; - if (rand_if(pressKeyB2())) then key2.B = 1; end; - if (rand_if(pressKeySelect2())) then key2.select = 1; end; - if (rand_if(pressKeyStart2())) then key2.start = 1; end; - - onInputEnd(); - - lastkey1 = key1; - lastkey2 = key2; - - keyrecording1[frame] = key1; -- record these keys - keyrecording2[frame] = key2; -- record these keys - end; - - -- actually set the keys here. - joypad.set(1, key1); - joypad.set(2, key2); - - -- next frame - FCEU.frameadvance(); -end; - -onBotLoopEnd(); -- allow user cleanup before starting the final botloop - --- now enter an endless loop displaying the results of this run. -while (true) do - if (segments[segment].best) then gui.text(30,100,"end: max attempt ["..segment.."] had score = "..segments[segment].best.score); - elseif (segment > 1 and segments[segment-1].best) then gui.text(30,100,"end: no best attempt ["..segment.."]\nPrevious best score: "..segments[segment-1].best.score); - else gui.text(30,100,"end: no best attempt ["..segment.."] ..."); end; - FCEU.frameadvance(); -end; - --- i dont think it ever reaches this place... perhaps it should, or some event or whatever... -segments = nil; -collectgarbage(); -- collect the segment data... anything else is probably not worth it...