Posts for toolchild

Experienced Forum User
Joined: 8/18/2015
Posts: 4
Dwood15 wrote:
toolchild: I'm not sure what you expect to get by removing bias cell, but I wish you the best in getting a smarter AI out of it. As far as the connections in your latest post child, don't worry about the layout of the neurons in the networks too much. The goal is to get the ai to work, not to audit the neurons. Survival of the fittest doesn't care how something gets done, just that it does. Lastly, the SethBling MarI/O ai has a major bug, in that it should allow for recurrent neural networks, but doesn't. It needs to allow full clocks to form.
Hi, DWood15: By removing the biasCell I hope to give MarI/O a more precise information about the level/situation he is in. The biasCell isn't actually part of his environment, it is not part of the level. So it is false information. As I understand it, that should make him dumber on the long run. About the button neuros connecting to each other: I'm breaking my brain over it, and i cannot come to a conclusion whether it could make sense to connect button neures to button neuros or whether it should not happen. On the one side it can be a pretty good idea to connect button neurons because it might make sense in Mario World aswell to press buttons because of the combination of buttons already pressed + the situation, on the other side it looks just wrong. But you are right, evolution should sort that out for us, if that works correctly. I did some minor changes, this is what it looks like now: I am still new to programming, so feel free to give advice.
Experienced Forum User
Joined: 8/18/2015
Posts: 4
I think this is a bug, i haven't seen that before in the original, has maybe someone else? It looks like the neurol connection are connecting the buttons itself with each other. Which is not meant to happen in theory. There seem to be 2 connections between 'B' and 'Left', a red and a green one. Someone has an idea?
Experienced Forum User
Joined: 8/18/2015
Posts: 4
I found a way to remove the biasCell. Testing is ongoing, but he learns slower, still learns though. Hopefully staleness is lower and he will not reach a dead point in his evolution so often. Pastebin: http://pastebin.com/i4jY7PpZ The screenshot show the difference in neural nets, they are not a good base to compare, since it is a different level and different pool conditions, but it show what i hope to achieve by removing the biasCell. I want Mario to be smarter in the long run by giving him correct information. ~zoom if you like~ ctrl+
Amaraticando wrote:
Has MarI/O beaten any hard level so far? Will he ever do it?
I'm testing and changing the code. Provide me with a savestate of a 'hard level' and I'm willing to give it a try and see how far he can get. The unchanged original script would already fail at the second level when you have to jump up a few platforms before you can go right to finish the level. This is propably not dooable without changes to the Fitness calculation, or setting a high TimeoutConstant, and then it is still unlikely i think.
Experienced Forum User
Joined: 8/18/2015
Posts: 4
So, I made some modifications to the neatevolve.lua and created some more outputs in the Banner. Also I made the Fitness form bigger and the Save and Load buttons bigger. Script http://pastebin.com/drKN5t2F Must restart to work with new values which get stored. Will not work with your *.state.pool ~zoom if you like~, ctrl+ Generation 7, 47% done
G:7-47% 
Avarage fitness current generation / Avarage fitness last generation / Max Avarage Fitness
AF: 15/-6/-6
TotalTries that this *state.pool has done
TT:4340
Avarage fitness stales, counts the generations with no new Max Avarage Fitness, here 0 means last Generation hat a new MaxAF
AFS:0
UniqueSpeciecsId, each new Species gets a new id and the UniqueSpeciesId goes +1, 1115 means that this is the 1115th species created in this *.state.pool (it is tied to a specific species)
Id:1115
Age of that species, the amount of Generations they have survived in this *.state.pool
a:6
Fitness of the current run / Maximum Fitness (means best run)
F:13/538
CurrentSpecies - genome (changes each generation, is not tied to a specific species)
s:112-4
The 96th run in this Generation, -- must ranme to run
try:96
1 generation has passed since this species has beaten its own best fitness in this .*state.pool (species.staleness)
ss:1
Must restart to work with new values which get stored. Will not work with your .*state.pool The code is a mess, feel free to critisize and improve or ask questions. Also: (solved) Can I somehow remove the biasCell
local biasCell = {}
	biasCell.x = 80
	biasCell.y = 110
	biasCell.value = network.neurons[Inputs].value
	cells[Inputs] = biasCell
without making the program crush? I think MarI/O gets wrong level input and that makes him ultimately less intelligent. Allthough he will probably start running right sooner with the biasCell, it is impacting on his decisionmaking later by giving faulty level information, doesn't it?. Ideas appreciated. Also: When suddenly my FPS dropped (from ~150 to ~50 over night) in Windows 7 playing around with Visual Properties of Windows 7 + disabling Windows Fullscreen Hack in Display options in Bizhawk did the trick for me. Something with how Windows displays its windows. The first screenshot shows the options i mean, not sure which did the trick: http://www.sevenforums.com/tutorials/1908-visual-effects-settings-change.html