Files
maze-ml/main.py
kerboul 45b37f9357 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
2026-06-13 15:48:22 +02:00

176 lines
6.4 KiB
Python

import argparse
import sys
import os
from config import MazeConfig
from maze import generate, bfs_distances, find_short_seed
from agent import Agent, Genome
from genetic import next_generation
def handle_events() -> bool:
"""Returns False if user wants to quit."""
import pygame
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
return False
return True
def run_generation_headless(agents, grid, goal_row, goal_col, cfg):
"""Run one generation without any rendering."""
for step in range(cfg.max_steps):
for agent in agents:
agent.step(grid, goal_row, goal_col, cfg)
def run_generation_visual(agents, grid, goal_row, goal_col, cfg, viz, clock, fps, gen, steps_per_frame) -> bool:
"""Run one generation with rendering. Returns False if user quit."""
step = 0
while step < cfg.max_steps:
# Advance simulation N steps per render frame
for _ in range(steps_per_frame):
if step >= cfg.max_steps:
break
for agent in agents:
agent.step(grid, goal_row, goal_col, cfg)
step += 1
if not handle_events():
return False
viz.render(agents, gen, step)
clock.tick(fps)
return True
def main():
parser = argparse.ArgumentParser(description="Maze ML — Genetic Algorithm Visualizer")
parser.add_argument("--fast", action="store_true", help="Train without rendering (headless)")
parser.add_argument("--generations", type=int, default=200)
parser.add_argument("--maze-size", type=int, default=25, help="Maze cols and rows (square)")
parser.add_argument("--seed", type=int, default=None)
parser.add_argument("--speed", type=int, default=60, help="FPS cap for visual mode")
parser.add_argument("--steps-per-frame", type=int, default=3, help="Simulation steps rendered per frame (higher = faster)")
args = parser.parse_args()
cfg = MazeConfig(maze_cols=args.maze_size, maze_rows=args.maze_size)
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 = [Genome(cfg=cfg) for _ in range(cfg.population)]
print(f"Starting training: {args.generations} generations, population={cfg.population}")
if args.fast:
# --- Headless fast mode: train without display ---
print("Fast mode: rendering disabled during training.")
for gen in range(args.generations):
agents = make_agents(nets)
run_generation_headless(agents, grid, goal_row, goal_col, cfg)
for agent in agents:
agent.compute_fitness(goal_row, goal_col, cfg)
best_fit = max(a.fitness for a in agents)
reached = sum(1 for a in agents if a.reached_goal)
print(f"Gen {gen+1:>4}/{args.generations} | Best fitness: {best_fit:>10.2f} | Reached goal: {reached}/{cfg.population}")
nets = next_generation(agents, cfg)
# Init pygame now for the visual replay
print("\nTraining complete. Opening replay window...")
import pygame
from visualizer import Visualizer
pygame.init()
win_w = cfg.maze_cols * cfg.cell_size + 200
win_h = cfg.maze_rows * cfg.cell_size
screen = pygame.display.set_mode((win_w, win_h))
pygame.display.set_caption(cfg.window_title + " — Replay")
clock = pygame.time.Clock()
viz = Visualizer(screen, grid, cfg)
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.")
running = True
while running:
running = handle_events()
clock.tick(30)
pygame.quit()
sys.exit(0)
else:
# --- Visual mode: initialise pygame ---
import pygame
from visualizer import Visualizer
pygame.init()
win_w = cfg.maze_cols * cfg.cell_size + 200
win_h = cfg.maze_rows * cfg.cell_size
screen = pygame.display.set_mode((win_w, win_h))
pygame.display.set_caption(cfg.window_title)
clock = pygame.time.Clock()
viz = Visualizer(screen, grid, cfg)
for gen in range(args.generations):
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:
print("Quit by user.")
pygame.quit()
sys.exit(0)
for agent in agents:
agent.compute_fitness(goal_row, goal_col, cfg)
best_fit = max(a.fitness for a in agents)
reached = sum(1 for a in agents if a.reached_goal)
print(f"Gen {gen+1:>4}/{args.generations} | Best fitness: {best_fit:>10.2f} | Reached goal: {reached}/{cfg.population}")
nets = next_generation(agents, cfg)
viz.reset_trails()
# Final visual replay with best generation
print("\nTraining complete. Showing final generation replay...")
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)
print("Done. Press ESC or close window to exit.")
running = True
while running:
running = handle_events()
clock.tick(30)
pygame.quit()
if __name__ == "__main__":
main()