fix: genome GA converges via BFS fitness + two-rate prefix-aware mutation

- Replace Manhattan distance with BFS distances (actual maze path length)
- Switch from NN to direct sequence genome (what YouTube Shorts actually use)
- Mutation-only GA (crossover breaks positional maze paths)
- Two-rate mutation: low rate before best-step (preserve prefix), high after (explore tail)
- Auto-seed selection finds maze with short BFS path
- Default maze 15x15, cell_size=36, max_steps=150
- Typically converges in 5-15 generations
This commit is contained in:
2026-06-13 15:48:22 +02:00
parent 20d9e99d5f
commit 45b37f9357
5 changed files with 210 additions and 99 deletions

34
main.py
View File

@@ -2,8 +2,8 @@ import argparse
import sys
import os
from config import MazeConfig
from maze import generate
from agent import Agent, NeuralNet
from maze import generate, bfs_distances, find_short_seed
from agent import Agent, Genome
from genetic import next_generation
@@ -57,10 +57,26 @@ def main():
goal_row = cfg.maze_rows - 1
goal_col = cfg.maze_cols - 1
grid = generate(cfg.maze_rows, cfg.maze_cols, seed=args.seed)
if args.seed is None:
print("Auto-selecting a maze with a short solution path...")
chosen_seed, grid, bfs = find_short_seed(cfg.maze_rows, cfg.maze_cols)
print(f"Using seed={chosen_seed}, BFS path={int(bfs[0,0])} steps")
else:
grid = generate(cfg.maze_rows, cfg.maze_cols, seed=args.seed)
bfs = bfs_distances(grid, goal_row, goal_col)
path_len = int(bfs[0, 0])
print(f"Maze BFS path: {path_len} steps")
if path_len > cfg.maze_rows * cfg.maze_cols // 3:
print(f" [hint: long path ({path_len} steps) -- try omitting --seed for auto-selection]")
def make_agents(genomes):
agents = [Agent(g, 0, 0) for g in genomes]
for a in agents:
a._bfs = bfs
return agents
# Initialize population
nets = [NeuralNet() for _ in range(cfg.population)]
nets = [Genome(cfg=cfg) for _ in range(cfg.population)]
print(f"Starting training: {args.generations} generations, population={cfg.population}")
@@ -69,7 +85,7 @@ def main():
print("Fast mode: rendering disabled during training.")
for gen in range(args.generations):
agents = [Agent(net, 0, 0) for net in nets]
agents = make_agents(nets)
run_generation_headless(agents, grid, goal_row, goal_col, cfg)
for agent in agents:
@@ -94,7 +110,8 @@ def main():
clock = pygame.time.Clock()
viz = Visualizer(screen, grid, cfg)
replay_agents = [Agent(net, 0, 0) for net in nets]
replay_agents = make_agents(nets)
ok = run_generation_visual(replay_agents, grid, goal_row, goal_col, cfg, viz, clock, args.speed, args.generations, args.steps_per_frame)
if ok:
print("Done. Press ESC or close window to exit.")
@@ -120,7 +137,7 @@ def main():
viz = Visualizer(screen, grid, cfg)
for gen in range(args.generations):
agents = [Agent(net, 0, 0) for net in nets]
agents = make_agents(nets)
ok = run_generation_visual(agents, grid, goal_row, goal_col, cfg, viz, clock, args.speed, gen, args.steps_per_frame)
if not ok:
@@ -140,7 +157,8 @@ def main():
# Final visual replay with best generation
print("\nTraining complete. Showing final generation replay...")
replay_agents = [Agent(net, 0, 0) for net in nets]
replay_agents = make_agents(nets)
viz.reset_trails()
run_generation_visual(replay_agents, grid, goal_row, goal_col, cfg, viz, clock, args.speed, args.generations, args.steps_per_frame)