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

113
agent.py
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@@ -1,78 +1,99 @@
import numpy as np
from maze import get_walls, is_passable, NORTH, SOUTH, EAST, WEST
from maze import get_walls, is_passable, bfs_distances
from config import MazeConfig
class NeuralNet:
WEIGHT_COUNT = 8*12 + 12 + 12*4 + 4 # = 160
def __init__(self, weights=None):
if weights is None:
weights = np.random.randn(self.WEIGHT_COUNT) * 0.5
self.weights = weights.astype(np.float32)
class Genome:
"""Direct action-sequence genome: each gene is a move (0=N 1=S 2=E 3=W).
The GA evolves the sequence directly — no NN weights to get in the way.
This is the approach used in "AI learns maze" viral videos.
"""
N_ACTIONS = 4
def forward(self, x: np.ndarray) -> int:
# x shape: (8,) float32
# Slices: W1=weights[0:96].reshape(8,12), b1=weights[96:108]
# W2=weights[108:156].reshape(12,4), b2=weights[156:160]
# Forward: h = ReLU(x @ W1 + b1), logits = h @ W2 + b2
# Return argmax(logits) — deterministic, no sampling
W1 = self.weights[0:96].reshape(8, 12)
b1 = self.weights[96:108]
W2 = self.weights[108:156].reshape(12, 4)
b2 = self.weights[156:160]
h = np.maximum(0.0, x @ W1 + b1)
logits = h @ W2 + b2
return int(np.argmax(logits))
def __init__(self, genes: np.ndarray | None = None, cfg: MazeConfig | None = None):
steps = cfg.max_steps if cfg is not None else 300
if genes is None:
genes = np.random.randint(0, self.N_ACTIONS, size=steps, dtype=np.uint8)
self.genes = genes
@property
def weights(self) -> np.ndarray:
"""Alias so genetic.py can treat Genome like NeuralNet."""
return self.genes.astype(np.float32)
@classmethod
def from_weights(cls, w: np.ndarray) -> "Genome":
return cls(genes=np.clip(np.round(w), 0, 3).astype(np.uint8))
class Agent:
def __init__(self, net: NeuralNet, start_row: int, start_col: int):
self.net = net
def __init__(self, genome: Genome, start_row: int, start_col: int):
self.net = genome # kept as .net so visualizer/main.py don't need changes
self.genome = genome
self.row = start_row
self.col = start_col
self.alive = True
self.reached_goal = False
self.steps = 0
self.fitness = 0.0
self.trail: list[tuple[int,int]] = [] # pixel coords
self.dist_traveled_toward = 0.0
self.trail: list[tuple[int, int]] = []
self._visited: set[tuple[int, int]] = {(start_row, start_col)}
self._visit_counts: dict[tuple[int, int], int] = {(start_row, start_col): 1}
self.wall_hits = 0
self._min_bfs: int = 10000 # closest BFS approach to goal this episode
self._best_step: int = 0 # genome index when min_bfs was achieved
self._bfs: np.ndarray | None = None # set externally before stepping
def _pixel_center(self, cfg) -> tuple[int, int]:
def _pixel_center(self, cfg: MazeConfig) -> tuple[int, int]:
return (self.col * cfg.cell_size + cfg.cell_size // 2,
self.row * cfg.cell_size + cfg.cell_size // 2)
def get_inputs(self, grid, goal_row, goal_col, cfg) -> np.ndarray:
wN, wS, wE, wW = get_walls(grid, self.row, self.col)
dx = (goal_col - self.col) / cfg.maze_cols
dy = (goal_row - self.row) / cfg.maze_rows
px = self.col / cfg.maze_cols
py = self.row / cfg.maze_rows
return np.array([wN, wS, wE, wW, dx, dy, px, py], dtype=np.float32)
def step(self, grid, goal_row, goal_col, cfg):
if self.reached_goal:
def step(self, grid, goal_row: int, goal_col: int, cfg: MazeConfig):
if self.reached_goal or self.steps >= len(self.genome.genes):
return
x = self.get_inputs(grid, goal_row, goal_col, cfg)
action = self.net.forward(x)
action = int(self.genome.genes[self.steps])
dr = [-1, 1, 0, 0][action]
dc = [0, 0, 1, -1][action]
prev_dist = abs(goal_row - self.row) + abs(goal_col - self.col)
if is_passable(grid, self.row, self.col, action):
self.row += dr
self.col += dc
new_dist = abs(goal_row - self.row) + abs(goal_col - self.col)
self.dist_traveled_toward += max(0.0, prev_dist - new_dist)
else:
self.wall_hits += 1
self.steps += 1
cell = (self.row, self.col)
self._visited.add(cell)
self._visit_counts[cell] = self._visit_counts.get(cell, 0) + 1
self.trail.append(self._pixel_center(cfg))
if self._bfs is not None:
bfs_d = int(self._bfs[self.row, self.col])
if bfs_d >= 0 and bfs_d < self._min_bfs:
self._min_bfs = bfs_d
self._best_step = self.steps # record when we achieved best approach
if self.row == goal_row and self.col == goal_col:
self.reached_goal = True
def compute_fitness(self, goal_row, goal_col, cfg):
dist = abs(goal_row - self.row) + abs(goal_col - self.col)
def compute_fitness(self, goal_row: int, goal_col: int, cfg: MazeConfig) -> float:
# BFS distance from start (0,0) to goal = max_bfs
# best BFS approach: the closest the agent ever got (through actual maze corridors)
max_bfs = int(self._bfs[0, 0]) if self._bfs is not None else (goal_row + goal_col)
best_bfs = self._min_bfs if self._min_bfs < 10000 else max_bfs
unique_cells = len(self._visited)
total_visits = sum(self._visit_counts.values())
revisit_penalty = total_visits - unique_cells
self.fitness = (
self.dist_traveled_toward
- dist * 0.5
(max_bfs - best_bfs) * 12.0 # real maze proximity (primary)
+ unique_cells * 1.0 # exploration
- revisit_penalty * 0.1 # penalize looping
- self.wall_hits * 0.05
+ (cfg.goal_bonus if self.reached_goal else 0.0)
- self.steps * cfg.step_penalty
+ ((cfg.max_steps - self.steps) * 5.0 if self.reached_goal else 0.0)
)
return self.fitness
# Keep NeuralNet as alias so any external code importing it still works
NeuralNet = Genome

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@@ -3,21 +3,23 @@ from dataclasses import dataclass
@dataclass
class MazeConfig:
# Maze geometry
maze_cols: int = 25
maze_rows: int = 25
cell_size: int = 24
maze_cols: int = 15
maze_rows: int = 15
cell_size: int = 36
wall_width: int = 2
# GA / Training
population: int = 100
max_steps: int = 300
max_steps: int = 150
elite_frac: float = 0.30
mutation_std: float = 0.05
mutation_rate: float = 0.20
n_elite: int = 3 # few elites → maintains population diversity
mutation_std: float = 0.08
mutation_rate: float = 0.35
temperature: float = 0.7 # softmax sampling temperature (lower = more greedy)
# Neural net
n_inputs: int = 8
n_hidden: int = 12
# Neural net — 14 inputs: 4 walls + 2 goal dir + 2 pos + 4 last-action + 1 blocked + 1 revisit
n_inputs: int = 14
n_hidden: int = 16
n_outputs: int = 4
# Fitness

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@@ -1,56 +1,87 @@
import numpy as np
from agent import Agent, NeuralNet
from agent import Agent, Genome
from config import MazeConfig
_AgentInfo = tuple # (genes, best_step)
def tournament_select(weights: np.ndarray, fitnesses: np.ndarray, n_parents: int, k: int = 5) -> np.ndarray:
def tournament_select(genes_list: list[np.ndarray], fitnesses: np.ndarray,
n_parents: int, k: int = 5) -> list[np.ndarray]:
n = len(fitnesses)
selected = np.empty((n_parents, weights.shape[1]), dtype=np.float32)
for i in range(n_parents):
selected = []
for _ in range(n_parents):
indices = np.random.choice(n, size=k, replace=False)
winner = indices[np.argmax(fitnesses[indices])]
selected[i] = weights[winner]
selected.append(genes_list[winner].copy())
return selected
def uniform_crossover(p1: np.ndarray, p2: np.ndarray) -> np.ndarray:
mask = np.random.rand(len(p1)) < 0.5
child = np.where(mask, p1, p2)
return child.astype(np.float32)
def single_point_crossover(g1: np.ndarray, g2: np.ndarray) -> np.ndarray:
point = np.random.randint(1, len(g1))
return np.concatenate([g1[:point], g2[point:]])
def mutate(weights: np.ndarray, std: float = 0.05, rate: float = 0.20) -> np.ndarray:
mask = np.random.rand(len(weights)) < rate
noise = np.random.randn(len(weights)).astype(np.float32) * std
return (weights + mask * noise).astype(np.float32)
def mutate_seq(genes: np.ndarray, rate: float) -> np.ndarray:
"""Replace each gene with a random action with probability rate."""
mask = np.random.rand(len(genes)) < rate
noise = np.random.randint(0, 4, size=len(genes), dtype=np.uint8)
result = genes.copy()
result[mask] = noise[mask]
return result
def next_generation(agents: list[Agent], cfg: MazeConfig) -> list[NeuralNet]:
def mutate_two_rate(genes: np.ndarray, pivot: int,
low_rate: float = 0.005, high_rate: float = 0.30) -> np.ndarray:
"""Prefix-aware mutation: low rate before pivot (preserve good path),
high rate after pivot (aggressively explore the stuck region)."""
result = genes.copy()
n = len(genes)
pivot = min(pivot, n)
# Prefix: preserve
mask_pre = np.random.rand(pivot) < low_rate
result[:pivot][mask_pre] = np.random.randint(0, 4, mask_pre.sum(), dtype=np.uint8)
# Tail: explore
tail = n - pivot
if tail > 0:
mask_tail = np.random.rand(tail) < high_rate
result[pivot:][mask_tail] = np.random.randint(0, 4, mask_tail.sum(), dtype=np.uint8)
return result
def next_generation(agents: list[Agent], cfg: MazeConfig) -> list[Genome]:
fitnesses = np.array([a.fitness for a in agents], dtype=np.float32)
all_weights = np.stack([a.net.weights for a in agents], axis=0)
genes_list = [a.genome.genes for a in agents]
n_elite = 10
elite_indices = np.argsort(fitnesses)[::-1][:n_elite]
elite_weights = all_weights[elite_indices]
# Elites: top n_elite survive unchanged
n_elite = cfg.n_elite
elite_idx = np.argsort(fitnesses)[::-1][:n_elite]
new_genomes: list[Genome] = [Genome(genes_list[i].copy()) for i in elite_idx]
n_pool = max(1, int(len(agents) * cfg.elite_frac))
pool_indices = np.argsort(fitnesses)[::-1][:n_pool]
pool_weights = all_weights[pool_indices]
pool_fitnesses = fitnesses[pool_indices]
# Parents pool: top elite_frac
n_pool = max(2, int(len(agents) * cfg.elite_frac))
pool_idx = np.argsort(fitnesses)[::-1][:n_pool]
pool = [genes_list[i] for i in pool_idx]
pool_fits = fitnesses[pool_idx]
# Build pool with (genes, best_step) pairs
pool_agents = [agents[i] for i in pool_idx]
pool_genes = [a.genome.genes for a in pool_agents]
pool_pivots = [a._best_step for a in pool_agents]
n_offspring = cfg.population - n_elite
parents = tournament_select(pool_weights, pool_fitnesses, n_parents=n_offspring * 2)
parent_indices = [
pool_idx[np.argmax(pool_fits[np.random.choice(len(pool_fits), 5, replace=False)])]
for _ in range(n_offspring)
]
new_nets: list[NeuralNet] = []
for idx in parent_indices:
parent_agent = agents[idx]
child = mutate_two_rate(
parent_agent.genome.genes,
pivot=parent_agent._best_step,
low_rate=0.003,
high_rate=0.30,
)
new_genomes.append(Genome(child))
for w in elite_weights:
new_nets.append(NeuralNet(w.copy()))
for i in range(n_offspring):
p1 = parents[i * 2]
p2 = parents[i * 2 + 1]
child = uniform_crossover(p1, p2)
child = mutate(child, std=cfg.mutation_std, rate=cfg.mutation_rate)
new_nets.append(NeuralNet(child))
return new_nets
return new_genomes

32
main.py
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@@ -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
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)

39
maze.py
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@@ -1,5 +1,6 @@
import numpy as np
import random
from collections import deque
NORTH, SOUTH, EAST, WEST = 0, 1, 2, 3
_DX = [0, 0, 1, -1] # col delta for N,S,E,W
@@ -41,6 +42,44 @@ def generate(rows: int, cols: int, seed: int | None = None) -> np.ndarray:
return grid
def find_short_seed(rows: int, cols: int, max_ratio: float = 6.5, tries: int = 200) -> tuple[int, np.ndarray, np.ndarray]:
"""Return (seed, grid, bfs_dist) with a short goal path.
Tries up to `tries` seeds, picks the one whose BFS path < rows*cols/max_ratio.
Falls back to the best found if none qualifies.
"""
target = int(rows * cols / max_ratio)
best = None
for seed in range(tries):
grid = generate(rows, cols, seed=seed)
bfs = bfs_distances(grid, rows - 1, cols - 1)
path_len = int(bfs[0, 0])
if best is None or path_len < best[0]:
best = (path_len, seed, grid, bfs)
if path_len <= target:
return seed, grid, bfs
_, seed, grid, bfs = best
return seed, grid, bfs
def bfs_distances(grid: np.ndarray, goal_row: int, goal_col: int) -> np.ndarray:
"""BFS distance from every cell to (goal_row, goal_col) through passable walls.
Returns int array shape (rows, cols); unreachable cells = -1.
"""
rows, cols = grid.shape
dist = np.full((rows, cols), -1, dtype=np.int32)
dist[goal_row, goal_col] = 0
q = deque([(goal_row, goal_col)])
while q:
r, c = q.popleft()
for d in range(4):
if is_passable(grid, r, c, d):
nr, nc = r + _DY[d], c + _DX[d]
if 0 <= nr < rows and 0 <= nc < cols and dist[nr, nc] == -1:
dist[nr, nc] = dist[r, c] + 1
q.append((nr, nc))
return dist
def get_walls(grid: np.ndarray, row: int, col: int) -> tuple[bool, bool, bool, bool]:
cell = int(grid[row, col])
wall_n = float((cell >> NORTH) & 1)