-- LuaBot, concept bot for FCEU and ZSnes and any other emu that has compatible Lua engine -- qFox, 24 July 2008 -- version 1.01 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..", fails="..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; gui.text(50,70,"key1: "..realcount(key1)..", key2: "..realcount(key2).."\nlast1: "..realcount(lastkey1)..", last2: "..realcount(lastkey2)); 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(1, 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...