split code into modules

This commit is contained in:
2026-03-27 15:36:40 -07:00
parent 4208090da0
commit b195a7eb95
5 changed files with 682 additions and 606 deletions

219
src/inference.rs Normal file
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#[derive(clap::Subcommand)]
pub enum Commands {
Simulate(SimulateSubcommand),
}
impl Commands {
pub fn run(self) {
match self {
Commands::Simulate(subcommand) => subcommand.run(),
}
}
}
#[derive(clap::Args)]
pub struct SimulateSubcommand {}
impl SimulateSubcommand {
fn run(self) {
inference();
}
}
use burn::prelude::*;
use crate::inputs::GraphicsState;
use crate::net::{INPUT, InferenceBackend, Net};
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_common::mouse::MouseState;
use strafesnet_common::physics::{
Instruction as PhysicsInputInstruction, MiscInstruction, ModeInstruction, MouseInstruction,
SetControlInstruction, Time as PhysicsTime,
};
use strafesnet_physics::physics::{PhysicsContext, PhysicsData, PhysicsState};
pub struct Recording {
instructions: Vec<TimedInstruction<PhysicsInputInstruction, PhysicsTime>>,
}
struct FrameState {
trajectory: strafesnet_physics::physics::Trajectory,
camera: strafesnet_physics::physics::PhysicsCamera,
}
impl FrameState {
fn pos(&self, time: PhysicsTime) -> glam::Vec3 {
self.trajectory
.extrapolated_position(time)
.map(Into::<f32>::into)
.to_array()
.into()
}
fn angles(&self) -> glam::Vec2 {
self.camera.simulate_move_angles(glam::IVec2::ZERO)
}
}
struct Session {
geometry_shared: PhysicsData,
simulation: PhysicsState,
recording: Recording,
}
impl Session {
fn get_frame_state(&self) -> FrameState {
FrameState {
trajectory: self.simulation.camera_trajectory(&self.geometry_shared),
camera: self.simulation.camera(),
}
}
fn run(&mut self, time: PhysicsTime, instruction: PhysicsInputInstruction) {
let instruction = TimedInstruction { time, instruction };
self.recording.instructions.push(instruction.clone());
PhysicsContext::run_input_instruction(
&mut self.simulation,
&self.geometry_shared,
instruction,
);
}
}
fn inference() {
let mut args = std::env::args().skip(1);
// pick device
let gpu_id: usize = args
.next()
.map(|id| id.parse().unwrap())
.unwrap_or_default();
let device = burn::backend::cuda::CudaDevice::new(gpu_id);
// load model
let path: std::path::PathBuf = args.next().unwrap().parse().unwrap();
let mut model: Net<InferenceBackend> = Net::init(&device);
model = model
.load_file(
path,
&burn::record::BinFileRecorder::<burn::record::FullPrecisionSettings>::new(),
&device,
)
.unwrap();
// load map
let map_file = include_bytes!("../files/bhop_marble_5692093612.snfm");
let map = strafesnet_snf::read_map(std::io::Cursor::new(map_file))
.unwrap()
.into_complete_map()
.unwrap();
let modes = map.modes.clone().denormalize();
let mode = modes
.get_mode(strafesnet_common::gameplay_modes::ModeId::MAIN)
.unwrap();
let start_zone = map.models.get(mode.get_start().get() as usize).unwrap();
let start_offset = glam::Vec3::from_array(
start_zone
.transform
.translation
.map(|f| f.into())
.to_array(),
);
// setup graphics
let mut g = GraphicsState::new(&map);
// setup simulation
let mut session = Session {
geometry_shared: PhysicsData::new(&map),
simulation: PhysicsState::default(),
recording: Recording {
instructions: Vec::new(),
},
};
let mut time = PhysicsTime::ZERO;
// reset to start zone
session.run(time, PhysicsInputInstruction::Mode(ModeInstruction::Reset));
// session.run(
// time,
// PhysicsInputInstruction::Misc(MiscInstruction::SetSensitivity(?)),
// );
session.run(
time,
PhysicsInputInstruction::Mode(ModeInstruction::Restart(
strafesnet_common::gameplay_modes::ModeId::MAIN,
)),
);
// TEMP: turn mouse left
let mut mouse_pos = glam::ivec2(-5300, 0);
const STEP: PhysicsTime = PhysicsTime::from_millis(10);
let mut input_floats = Vec::new();
// setup agent-simulation feedback loop
for _ in 0..20 * 100 {
// generate inputs
let frame_state = session.get_frame_state();
g.generate_inputs(
frame_state.pos(time) - start_offset,
frame_state.angles(),
&mut input_floats,
);
// inference
let inputs = Tensor::from_data(
TensorData::new(input_floats.clone(), Shape::new([1, INPUT])),
&device,
);
let outputs = model.forward(inputs).into_data().into_vec::<f32>().unwrap();
let &[
move_forward,
move_left,
move_back,
move_right,
jump,
mouse_dx,
mouse_dy,
] = outputs.as_slice()
else {
panic!()
};
macro_rules! set_control {
($control:ident,$output:expr) => {
session.run(
time,
PhysicsInputInstruction::SetControl(SetControlInstruction::$control(
0.5 < $output,
)),
);
};
}
set_control!(SetMoveForward, move_forward);
set_control!(SetMoveLeft, move_left);
set_control!(SetMoveBack, move_back);
set_control!(SetMoveRight, move_right);
set_control!(SetJump, jump);
mouse_pos += glam::vec2(mouse_dx, mouse_dy).round().as_ivec2();
let next_time = time + STEP;
session.run(
time,
PhysicsInputInstruction::Mouse(MouseInstruction::SetNextMouse(MouseState {
pos: mouse_pos,
time: next_time,
})),
);
time = next_time;
// clear
input_floats.clear();
}
let date_string = format!("{}.snfb", chrono::Utc::now());
let file = std::fs::File::create(date_string).unwrap();
strafesnet_snf::bot::write_bot(
std::io::BufWriter::new(file),
strafesnet_physics::VERSION.get(),
core::mem::take(&mut session.recording.instructions),
)
.unwrap();
}

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src/inputs.rs Normal file
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const LIMITS: wgpu::Limits = wgpu::Limits::defaults();
const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8UnormSrgb;
use strafesnet_graphics::setup;
use crate::net::{POSITION_HISTORY, SIZE};
// bytes_per_row needs to be a multiple of 256.
const STRIDE_SIZE: u32 = (SIZE.x * size_of::<f32>() as u32).next_multiple_of(256);
pub struct GraphicsState {
device: wgpu::Device,
queue: wgpu::Queue,
graphics: strafesnet_roblox_bot_player::graphics::Graphics,
graphics_texture_view: wgpu::TextureView,
output_staging_buffer: wgpu::Buffer,
texture_data: Vec<u8>,
position_history: Vec<glam::Vec3>,
}
impl GraphicsState {
pub fn new(map: &strafesnet_common::map::CompleteMap) -> Self {
let desc = wgpu::InstanceDescriptor::new_without_display_handle_from_env();
let instance = wgpu::Instance::new(desc);
let (device, queue) = pollster::block_on(async {
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
force_fallback_adapter: false,
compatible_surface: None,
})
.await
.unwrap();
setup::step4::request_device(&adapter, LIMITS)
.await
.unwrap()
});
let mut graphics = strafesnet_roblox_bot_player::graphics::Graphics::new(
&device, &queue, SIZE, FORMAT, LIMITS,
);
graphics.change_map(&device, &queue, map).unwrap();
let graphics_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("RGB texture"),
format: FORMAT,
size: wgpu::Extent3d {
width: SIZE.x,
height: SIZE.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let graphics_texture_view = graphics_texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("RGB texture view"),
aspect: wgpu::TextureAspect::All,
usage: Some(
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
),
..Default::default()
});
let texture_data = Vec::<u8>::with_capacity((STRIDE_SIZE * SIZE.y) as usize);
let output_staging_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Output staging buffer"),
size: texture_data.capacity() as u64,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
let position_history = Vec::with_capacity(POSITION_HISTORY);
Self {
device,
queue,
graphics,
graphics_texture_view,
output_staging_buffer,
texture_data,
position_history,
}
}
pub fn generate_inputs(&mut self, pos: glam::Vec3, angles: glam::Vec2, inputs: &mut Vec<f32>) {
// write position history to model inputs
if !self.position_history.is_empty() {
let camera = strafesnet_graphics::graphics::view_inv(pos, angles).inverse();
for &pos in self.position_history.iter().rev() {
let relative_pos = camera.transform_vector3(pos);
inputs.extend_from_slice(&relative_pos.to_array());
}
}
// fill remaining history with zeroes
for _ in self.position_history.len()..POSITION_HISTORY {
inputs.extend_from_slice(&[0.0, 0.0, 0.0]);
}
// track position history
if self.position_history.len() < POSITION_HISTORY {
self.position_history.push(pos);
} else {
self.position_history.rotate_left(1);
*self.position_history.last_mut().unwrap() = pos;
}
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("wgpu encoder"),
});
// render!
self.graphics
.encode_commands(&mut encoder, &self.graphics_texture_view, pos, angles);
// copy the depth texture into ram
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture: self.graphics.depth_texture(),
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &self.output_staging_buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
// This needs to be a multiple of 256.
bytes_per_row: Some(STRIDE_SIZE),
rows_per_image: Some(SIZE.y),
},
},
wgpu::Extent3d {
width: SIZE.x,
height: SIZE.y,
depth_or_array_layers: 1,
},
);
self.queue.submit([encoder.finish()]);
// map buffer
let buffer_slice = self.output_staging_buffer.slice(..);
let (sender, receiver) = std::sync::mpsc::channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |r| sender.send(r).unwrap());
self.device
.poll(wgpu::PollType::wait_indefinitely())
.unwrap();
receiver.recv().unwrap().unwrap();
// copy texture inside a scope so the mapped view gets dropped
{
let view = buffer_slice.get_mapped_range();
self.texture_data.extend_from_slice(&view[..]);
}
self.output_staging_buffer.unmap();
// discombolulate stride
for y in 0..SIZE.y {
inputs.extend(
self.texture_data[(STRIDE_SIZE * y) as usize
..(STRIDE_SIZE * y + SIZE.x * size_of::<f32>() as u32) as usize]
.chunks_exact(4)
.map(|b| 1.0 - 2.0 * f32::from_le_bytes(b.try_into().unwrap())),
)
}
self.texture_data.clear();
}
}

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@@ -1,611 +1,30 @@
use burn::backend::Autodiff; use clap::{Parser,Subcommand};
use burn::nn::loss::{MseLoss, Reduction};
use burn::nn::{Dropout, DropoutConfig, Linear, LinearConfig, Relu};
use burn::optim::{AdamConfig, GradientsParams, Optimizer};
use burn::prelude::*;
type InferenceBackend = burn::backend::Cuda<f32>; mod net;
type TrainingBackend = Autodiff<InferenceBackend>; mod inputs;
mod inference;
mod training;
const LIMITS: wgpu::Limits = wgpu::Limits::defaults(); #[derive(Parser)]
const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8UnormSrgb; #[command(author,version,about,long_about=None)]
use strafesnet_graphics::setup; #[command(propagate_version=true)]
use strafesnet_roblox_bot_file::v0; struct Cli{
#[command(subcommand)]
const SIZE: glam::UVec2 = glam::uvec2(64, 36); command:Commands,
const POSITION_HISTORY: usize = 4;
const INPUT: usize = (SIZE.x * SIZE.y) as usize + POSITION_HISTORY * 3;
const HIDDEN: [usize; 2] = [INPUT >> 3, INPUT >> 7];
// MoveForward
// MoveLeft
// MoveBack
// MoveRight
// Jump
// mouse_dx
// mouse_dy
const OUTPUT: usize = 7;
// bytes_per_row needs to be a multiple of 256.
const STRIDE_SIZE: u32 = (SIZE.x * size_of::<f32>() as u32).next_multiple_of(256);
#[derive(Module, Debug)]
struct Net<B: Backend> {
input: Linear<B>,
dropout: Dropout,
hidden: [Linear<B>; HIDDEN.len() - 1],
output: Linear<B>,
activation: Relu,
}
impl<B: Backend> Net<B> {
fn init(device: &B::Device) -> Self {
let mut it = HIDDEN.into_iter();
let mut last_size = it.next().unwrap();
let input = LinearConfig::new(INPUT, last_size).init(device);
let hidden = core::array::from_fn(|_| {
let size = it.next().unwrap();
let layer = LinearConfig::new(last_size, size).init(device);
last_size = size;
layer
});
let output = LinearConfig::new(last_size, OUTPUT).init(device);
let dropout = DropoutConfig::new(0.1).init();
Self {
input,
dropout,
hidden,
output,
activation: Relu::new(),
}
}
fn forward(&self, input: Tensor<B, 2>) -> Tensor<B, 2> {
let x = self.input.forward(input);
let x = self.dropout.forward(x);
let mut x = self.activation.forward(x);
for layer in &self.hidden {
x = layer.forward(x);
x = self.activation.forward(x);
}
self.output.forward(x)
}
} }
struct GraphicsState { #[derive(Subcommand)]
device: wgpu::Device, enum Commands{
queue: wgpu::Queue, #[command(flatten)]
graphics: strafesnet_roblox_bot_player::graphics::Graphics, Roblox(inference::Commands),
graphics_texture_view: wgpu::TextureView, #[command(flatten)]
output_staging_buffer: wgpu::Buffer, Source(training::Commands),
texture_data: Vec<u8>,
position_history: Vec<glam::Vec3>,
}
impl GraphicsState {
fn new(map: &strafesnet_common::map::CompleteMap) -> Self {
let desc = wgpu::InstanceDescriptor::new_without_display_handle_from_env();
let instance = wgpu::Instance::new(desc);
let (device, queue) = pollster::block_on(async {
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
force_fallback_adapter: false,
compatible_surface: None,
})
.await
.unwrap();
setup::step4::request_device(&adapter, LIMITS)
.await
.unwrap()
});
let mut graphics = strafesnet_roblox_bot_player::graphics::Graphics::new(
&device, &queue, SIZE, FORMAT, LIMITS,
);
graphics.change_map(&device, &queue, map).unwrap();
let graphics_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("RGB texture"),
format: FORMAT,
size: wgpu::Extent3d {
width: SIZE.x,
height: SIZE.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let graphics_texture_view = graphics_texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("RGB texture view"),
aspect: wgpu::TextureAspect::All,
usage: Some(
wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
),
..Default::default()
});
let texture_data = Vec::<u8>::with_capacity((STRIDE_SIZE * SIZE.y) as usize);
let output_staging_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Output staging buffer"),
size: texture_data.capacity() as u64,
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
let position_history = Vec::with_capacity(POSITION_HISTORY);
Self {
device,
queue,
graphics,
graphics_texture_view,
output_staging_buffer,
texture_data,
position_history,
}
}
fn generate_inputs(&mut self, pos: glam::Vec3, angles: glam::Vec2, inputs: &mut Vec<f32>) {
// write position history to model inputs
if !self.position_history.is_empty() {
let camera = strafesnet_graphics::graphics::view_inv(pos, angles).inverse();
for &pos in self.position_history.iter().rev() {
let relative_pos = camera.transform_vector3(pos);
inputs.extend_from_slice(&relative_pos.to_array());
}
}
// fill remaining history with zeroes
for _ in self.position_history.len()..POSITION_HISTORY {
inputs.extend_from_slice(&[0.0, 0.0, 0.0]);
}
// track position history
if self.position_history.len() < POSITION_HISTORY {
self.position_history.push(pos);
} else {
self.position_history.rotate_left(1);
*self.position_history.last_mut().unwrap() = pos;
}
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("wgpu encoder"),
});
// render!
self.graphics
.encode_commands(&mut encoder, &self.graphics_texture_view, pos, angles);
// copy the depth texture into ram
encoder.copy_texture_to_buffer(
wgpu::TexelCopyTextureInfo {
texture: self.graphics.depth_texture(),
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
wgpu::TexelCopyBufferInfo {
buffer: &self.output_staging_buffer,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
// This needs to be a multiple of 256.
bytes_per_row: Some(STRIDE_SIZE),
rows_per_image: Some(SIZE.y),
},
},
wgpu::Extent3d {
width: SIZE.x,
height: SIZE.y,
depth_or_array_layers: 1,
},
);
self.queue.submit([encoder.finish()]);
// map buffer
let buffer_slice = self.output_staging_buffer.slice(..);
let (sender, receiver) = std::sync::mpsc::channel();
buffer_slice.map_async(wgpu::MapMode::Read, move |r| sender.send(r).unwrap());
self.device
.poll(wgpu::PollType::wait_indefinitely())
.unwrap();
receiver.recv().unwrap().unwrap();
// copy texture inside a scope so the mapped view gets dropped
{
let view = buffer_slice.get_mapped_range();
self.texture_data.extend_from_slice(&view[..]);
}
self.output_staging_buffer.unmap();
// discombolulate stride
for y in 0..SIZE.y {
inputs.extend(
self.texture_data[(STRIDE_SIZE * y) as usize
..(STRIDE_SIZE * y + SIZE.x * size_of::<f32>() as u32) as usize]
.chunks_exact(4)
.map(|b| 1.0 - 2.0 * f32::from_le_bytes(b.try_into().unwrap())),
)
}
self.texture_data.clear();
}
}
fn training() {
let gpu_id: usize = std::env::args()
.skip(1)
.next()
.map(|id| id.parse().unwrap())
.unwrap_or_default();
// load map
// load replay
// setup player
let map_file = include_bytes!("../files/bhop_marble_5692093612.snfm");
let bot_file = include_bytes!("../files/bhop_marble_7cf33a64-7120-4514-b9fa-4fe29d9523d.qbot");
// read files
let map = strafesnet_snf::read_map(std::io::Cursor::new(map_file))
.unwrap()
.into_complete_map()
.unwrap();
let timelines =
strafesnet_roblox_bot_file::v0::read_all_to_block(std::io::Cursor::new(bot_file)).unwrap();
let bot = strafesnet_roblox_bot_player::bot::CompleteBot::new(timelines).unwrap();
let world_offset = bot.world_offset();
let timelines = bot.timelines();
// setup simulation
// run progressively longer segments of the map, starting very close to the end of the run and working the starting time backwards until the ai can run the whole map
// set up graphics
let mut g = GraphicsState::new(&map);
// training data
let training_samples = timelines.input_events.len() - 1;
let input_size = INPUT * size_of::<f32>();
let mut inputs = Vec::with_capacity(input_size * training_samples);
let mut targets = Vec::with_capacity(OUTPUT * training_samples);
// generate all frames
println!("Generating {training_samples} frames of depth textures...");
let mut it = timelines.input_events.iter();
// grab mouse position from first frame, omitting one frame from the training data
let first = it.next().unwrap();
let mut last_mx = first.event.mouse_pos.x;
let mut last_my = first.event.mouse_pos.y;
for input_event in it {
let mouse_dx = input_event.event.mouse_pos.x - last_mx;
let mouse_dy = input_event.event.mouse_pos.y - last_my;
last_mx = input_event.event.mouse_pos.x;
last_my = input_event.event.mouse_pos.y;
// set targets
targets.extend([
// MoveForward
input_event
.event
.game_controls
.contains(v0::GameControls::MoveForward) as i32 as f32,
// MoveLeft
input_event
.event
.game_controls
.contains(v0::GameControls::MoveLeft) as i32 as f32,
// MoveBack
input_event
.event
.game_controls
.contains(v0::GameControls::MoveBack) as i32 as f32,
// MoveRight
input_event
.event
.game_controls
.contains(v0::GameControls::MoveRight) as i32 as f32,
// Jump
input_event
.event
.game_controls
.contains(v0::GameControls::Jump) as i32 as f32,
mouse_dx,
mouse_dy,
]);
// find the closest output event to the input event time
let output_event_index = timelines
.output_events
.binary_search_by(|event| event.time.partial_cmp(&input_event.time).unwrap());
let output_event = match output_event_index {
// found the exact same timestamp
Ok(output_event_index) => &timelines.output_events[output_event_index],
// found first index greater than the time.
// check this index and the one before and return the closest one
Err(insert_index) => timelines
.output_events
.get(insert_index)
.into_iter()
.chain(
insert_index
.checked_sub(1)
.and_then(|index| timelines.output_events.get(index)),
)
.min_by(|&e0, &e1| {
(e0.time - input_event.time)
.abs()
.partial_cmp(&(e1.time - input_event.time).abs())
.unwrap()
})
.unwrap(),
};
fn vec3(v: v0::Vector3) -> glam::Vec3 {
glam::vec3(v.x, v.y, v.z)
}
fn angles(a: v0::Vector3) -> glam::Vec2 {
glam::vec2(a.y, a.x)
}
let pos = vec3(output_event.event.position) - world_offset;
let angles = angles(output_event.event.angles);
g.generate_inputs(pos, angles, &mut inputs);
}
let device = burn::backend::cuda::CudaDevice::new(gpu_id);
let mut model: Net<TrainingBackend> = Net::init(&device);
println!("Training model ({} parameters)", model.num_params());
let mut optim = AdamConfig::new().init();
let inputs = Tensor::from_data(
TensorData::new(inputs, Shape::new([training_samples, INPUT])),
&device,
);
let targets = Tensor::from_data(
TensorData::new(targets, Shape::new([training_samples, OUTPUT])),
&device,
);
const LEARNING_RATE: f64 = 0.001;
const EPOCHS: usize = 100000;
let mut best_model = model.clone();
let mut best_loss = f32::INFINITY;
for epoch in 0..EPOCHS {
let predictions = model.forward(inputs.clone());
let loss = MseLoss::new().forward(predictions, targets.clone(), Reduction::Mean);
let loss_scalar = loss.clone().into_scalar();
if epoch == 0 {
// kinda a fake print, but that's what is happening after this point
println!("Compiling optimized GPU kernels...");
}
let grads = loss.backward();
let grads = GradientsParams::from_grads(grads, &model);
// get the best model
if loss_scalar < best_loss {
best_loss = loss_scalar;
best_model = model.clone();
}
model = optim.step(LEARNING_RATE, model, grads);
if epoch % (EPOCHS >> 4) == 0 || epoch == EPOCHS - 1 {
// .clone().into_scalar() extracts the f32 value from a 1-element tensor.
println!(" epoch {:>5} | loss = {:.8}", epoch, loss_scalar);
}
}
let date_string = format!("{}_{}.model", chrono::Utc::now(), best_loss);
best_model
.save_file(
date_string,
&burn::record::BinFileRecorder::<burn::record::FullPrecisionSettings>::new(),
)
.unwrap();
}
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_common::mouse::MouseState;
use strafesnet_common::physics::{
Instruction as PhysicsInputInstruction, MiscInstruction, ModeInstruction, MouseInstruction,
SetControlInstruction, Time as PhysicsTime,
};
use strafesnet_physics::physics::{PhysicsContext, PhysicsData, PhysicsState};
pub struct Recording {
instructions: Vec<TimedInstruction<PhysicsInputInstruction, PhysicsTime>>,
}
struct FrameState {
trajectory: strafesnet_physics::physics::Trajectory,
camera: strafesnet_physics::physics::PhysicsCamera,
}
impl FrameState {
fn pos(&self, time: PhysicsTime) -> glam::Vec3 {
self.trajectory
.extrapolated_position(time)
.map(Into::<f32>::into)
.to_array()
.into()
}
fn angles(&self) -> glam::Vec2 {
self.camera.simulate_move_angles(glam::IVec2::ZERO)
}
}
struct Session {
geometry_shared: PhysicsData,
simulation: PhysicsState,
recording: Recording,
}
impl Session {
fn get_frame_state(&self) -> FrameState {
FrameState {
trajectory: self.simulation.camera_trajectory(&self.geometry_shared),
camera: self.simulation.camera(),
}
}
fn run(&mut self, time: PhysicsTime, instruction: PhysicsInputInstruction) {
let instruction = TimedInstruction { time, instruction };
self.recording.instructions.push(instruction.clone());
PhysicsContext::run_input_instruction(
&mut self.simulation,
&self.geometry_shared,
instruction,
);
}
}
fn inference() {
let mut args = std::env::args().skip(1);
// pick device
let gpu_id: usize = args
.next()
.map(|id| id.parse().unwrap())
.unwrap_or_default();
let device = burn::backend::cuda::CudaDevice::new(gpu_id);
// load model
let path: std::path::PathBuf = args.next().unwrap().parse().unwrap();
let mut model: Net<InferenceBackend> = Net::init(&device);
model = model
.load_file(
path,
&burn::record::BinFileRecorder::<burn::record::FullPrecisionSettings>::new(),
&device,
)
.unwrap();
// load map
let map_file = include_bytes!("../files/bhop_marble_5692093612.snfm");
let map = strafesnet_snf::read_map(std::io::Cursor::new(map_file))
.unwrap()
.into_complete_map()
.unwrap();
let modes = map.modes.clone().denormalize();
let mode = modes
.get_mode(strafesnet_common::gameplay_modes::ModeId::MAIN)
.unwrap();
let start_zone = map.models.get(mode.get_start().get() as usize).unwrap();
let start_offset = glam::Vec3::from_array(
start_zone
.transform
.translation
.map(|f| f.into())
.to_array(),
);
// setup graphics
let mut g = GraphicsState::new(&map);
// setup simulation
let mut session = Session {
geometry_shared: PhysicsData::new(&map),
simulation: PhysicsState::default(),
recording: Recording {
instructions: Vec::new(),
},
};
let mut time = PhysicsTime::ZERO;
// reset to start zone
session.run(time, PhysicsInputInstruction::Mode(ModeInstruction::Reset));
// session.run(
// time,
// PhysicsInputInstruction::Misc(MiscInstruction::SetSensitivity(?)),
// );
session.run(
time,
PhysicsInputInstruction::Mode(ModeInstruction::Restart(
strafesnet_common::gameplay_modes::ModeId::MAIN,
)),
);
// TEMP: turn mouse left
let mut mouse_pos = glam::ivec2(-5300, 0);
const STEP: PhysicsTime = PhysicsTime::from_millis(10);
let mut input_floats = Vec::new();
// setup agent-simulation feedback loop
for _ in 0..20 * 100 {
// generate inputs
let frame_state = session.get_frame_state();
g.generate_inputs(
frame_state.pos(time) - start_offset,
frame_state.angles(),
&mut input_floats,
);
// inference
let inputs = Tensor::from_data(
TensorData::new(input_floats.clone(), Shape::new([1, INPUT])),
&device,
);
let outputs = model.forward(inputs).into_data().into_vec::<f32>().unwrap();
let &[
move_forward,
move_left,
move_back,
move_right,
jump,
mouse_dx,
mouse_dy,
] = outputs.as_slice()
else {
panic!()
};
macro_rules! set_control {
($control:ident,$output:expr) => {
session.run(
time,
PhysicsInputInstruction::SetControl(SetControlInstruction::$control(
0.5 < $output,
)),
);
};
}
set_control!(SetMoveForward, move_forward);
set_control!(SetMoveLeft, move_left);
set_control!(SetMoveBack, move_back);
set_control!(SetMoveRight, move_right);
set_control!(SetJump, jump);
mouse_pos += glam::vec2(mouse_dx, mouse_dy).round().as_ivec2();
let next_time = time + STEP;
session.run(
time,
PhysicsInputInstruction::Mouse(MouseInstruction::SetNextMouse(MouseState {
pos: mouse_pos,
time: next_time,
})),
);
time = next_time;
// clear
input_floats.clear();
}
let date_string = format!("{}.snfb", chrono::Utc::now());
let file = std::fs::File::create(date_string).unwrap();
strafesnet_snf::bot::write_bot(
std::io::BufWriter::new(file),
strafesnet_physics::VERSION.get(),
core::mem::take(&mut session.recording.instructions),
)
.unwrap();
} }
fn main(){ fn main(){
// training(); let cli=Cli::parse();
inference(); match cli.command{
Commands::Roblox(commands)=>commands.run(),
Commands::Source(commands)=>commands.run(),
}
} }

60
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use burn::backend::Autodiff;
use burn::nn::{Dropout, DropoutConfig, Linear, LinearConfig, Relu};
use burn::prelude::*;
pub type InferenceBackend = burn::backend::Cuda<f32>;
pub type TrainingBackend = Autodiff<InferenceBackend>;
pub const SIZE: glam::UVec2 = glam::uvec2(64, 36);
pub const POSITION_HISTORY: usize = 4;
pub const INPUT: usize = (SIZE.x * SIZE.y) as usize + POSITION_HISTORY * 3;
pub const HIDDEN: [usize; 2] = [INPUT >> 3, INPUT >> 7];
// MoveForward
// MoveLeft
// MoveBack
// MoveRight
// Jump
// mouse_dx
// mouse_dy
pub const OUTPUT: usize = 7;
#[derive(Module, Debug)]
pub struct Net<B: Backend> {
input: Linear<B>,
dropout: Dropout,
hidden: [Linear<B>; HIDDEN.len() - 1],
output: Linear<B>,
activation: Relu,
}
impl<B: Backend> Net<B> {
pub fn init(device: &B::Device) -> Self {
let mut it = HIDDEN.into_iter();
let mut last_size = it.next().unwrap();
let input = LinearConfig::new(INPUT, last_size).init(device);
let hidden = core::array::from_fn(|_| {
let size = it.next().unwrap();
let layer = LinearConfig::new(last_size, size).init(device);
last_size = size;
layer
});
let output = LinearConfig::new(last_size, OUTPUT).init(device);
let dropout = DropoutConfig::new(0.1).init();
Self {
input,
dropout,
hidden,
output,
activation: Relu::new(),
}
}
pub fn forward(&self, input: Tensor<B, 2>) -> Tensor<B, 2> {
let x = self.input.forward(input);
let x = self.dropout.forward(x);
let mut x = self.activation.forward(x);
for layer in &self.hidden {
x = layer.forward(x);
x = self.activation.forward(x);
}
self.output.forward(x)
}
}

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#[derive(clap::Subcommand)]
pub enum Commands {
Train(TrainSubcommand),
}
impl Commands {
pub fn run(self) {
match self {
Commands::Train(subcommand) => subcommand.run(),
}
}
}
#[derive(clap::Args)]
pub struct TrainSubcommand {}
impl TrainSubcommand {
fn run(self) {
training();
}
}
use burn::nn::loss::{MseLoss, Reduction};
use burn::optim::{AdamConfig, GradientsParams, Optimizer};
use burn::prelude::*;
use crate::inputs::GraphicsState;
use crate::net::{INPUT, Net, OUTPUT, TrainingBackend};
use strafesnet_roblox_bot_file::v0;
fn training() {
let gpu_id: usize = std::env::args()
.skip(1)
.next()
.map(|id| id.parse().unwrap())
.unwrap_or_default();
// load map
// load replay
// setup player
let map_file = include_bytes!("../files/bhop_marble_5692093612.snfm");
let bot_file = include_bytes!("../files/bhop_marble_7cf33a64-7120-4514-b9fa-4fe29d9523d.qbot");
// read files
let map = strafesnet_snf::read_map(std::io::Cursor::new(map_file))
.unwrap()
.into_complete_map()
.unwrap();
let timelines =
strafesnet_roblox_bot_file::v0::read_all_to_block(std::io::Cursor::new(bot_file)).unwrap();
let bot = strafesnet_roblox_bot_player::bot::CompleteBot::new(timelines).unwrap();
let world_offset = bot.world_offset();
let timelines = bot.timelines();
// setup simulation
// run progressively longer segments of the map, starting very close to the end of the run and working the starting time backwards until the ai can run the whole map
// set up graphics
let mut g = GraphicsState::new(&map);
// training data
let training_samples = timelines.input_events.len() - 1;
let input_size = INPUT * size_of::<f32>();
let mut inputs = Vec::with_capacity(input_size * training_samples);
let mut targets = Vec::with_capacity(OUTPUT * training_samples);
// generate all frames
println!("Generating {training_samples} frames of depth textures...");
let mut it = timelines.input_events.iter();
// grab mouse position from first frame, omitting one frame from the training data
let first = it.next().unwrap();
let mut last_mx = first.event.mouse_pos.x;
let mut last_my = first.event.mouse_pos.y;
for input_event in it {
let mouse_dx = input_event.event.mouse_pos.x - last_mx;
let mouse_dy = input_event.event.mouse_pos.y - last_my;
last_mx = input_event.event.mouse_pos.x;
last_my = input_event.event.mouse_pos.y;
// set targets
targets.extend([
// MoveForward
input_event
.event
.game_controls
.contains(v0::GameControls::MoveForward) as i32 as f32,
// MoveLeft
input_event
.event
.game_controls
.contains(v0::GameControls::MoveLeft) as i32 as f32,
// MoveBack
input_event
.event
.game_controls
.contains(v0::GameControls::MoveBack) as i32 as f32,
// MoveRight
input_event
.event
.game_controls
.contains(v0::GameControls::MoveRight) as i32 as f32,
// Jump
input_event
.event
.game_controls
.contains(v0::GameControls::Jump) as i32 as f32,
mouse_dx,
mouse_dy,
]);
// find the closest output event to the input event time
let output_event_index = timelines
.output_events
.binary_search_by(|event| event.time.partial_cmp(&input_event.time).unwrap());
let output_event = match output_event_index {
// found the exact same timestamp
Ok(output_event_index) => &timelines.output_events[output_event_index],
// found first index greater than the time.
// check this index and the one before and return the closest one
Err(insert_index) => timelines
.output_events
.get(insert_index)
.into_iter()
.chain(
insert_index
.checked_sub(1)
.and_then(|index| timelines.output_events.get(index)),
)
.min_by(|&e0, &e1| {
(e0.time - input_event.time)
.abs()
.partial_cmp(&(e1.time - input_event.time).abs())
.unwrap()
})
.unwrap(),
};
fn vec3(v: v0::Vector3) -> glam::Vec3 {
glam::vec3(v.x, v.y, v.z)
}
fn angles(a: v0::Vector3) -> glam::Vec2 {
glam::vec2(a.y, a.x)
}
let pos = vec3(output_event.event.position) - world_offset;
let angles = angles(output_event.event.angles);
g.generate_inputs(pos, angles, &mut inputs);
}
let device = burn::backend::cuda::CudaDevice::new(gpu_id);
let mut model: Net<TrainingBackend> = Net::init(&device);
println!("Training model ({} parameters)", model.num_params());
let mut optim = AdamConfig::new().init();
let inputs = Tensor::from_data(
TensorData::new(inputs, Shape::new([training_samples, INPUT])),
&device,
);
let targets = Tensor::from_data(
TensorData::new(targets, Shape::new([training_samples, OUTPUT])),
&device,
);
const LEARNING_RATE: f64 = 0.001;
const EPOCHS: usize = 100000;
let mut best_model = model.clone();
let mut best_loss = f32::INFINITY;
for epoch in 0..EPOCHS {
let predictions = model.forward(inputs.clone());
let loss = MseLoss::new().forward(predictions, targets.clone(), Reduction::Mean);
let loss_scalar = loss.clone().into_scalar();
if epoch == 0 {
// kinda a fake print, but that's what is happening after this point
println!("Compiling optimized GPU kernels...");
}
let grads = loss.backward();
let grads = GradientsParams::from_grads(grads, &model);
// get the best model
if loss_scalar < best_loss {
best_loss = loss_scalar;
best_model = model.clone();
}
model = optim.step(LEARNING_RATE, model, grads);
if epoch % (EPOCHS >> 4) == 0 || epoch == EPOCHS - 1 {
// .clone().into_scalar() extracts the f32 value from a 1-element tensor.
println!(" epoch {:>5} | loss = {:.8}", epoch, loss_scalar);
}
}
let date_string = format!("{}_{}.model", chrono::Utc::now(), best_loss);
best_model
.save_file(
date_string,
&burn::record::BinFileRecorder::<burn::record::FullPrecisionSettings>::new(),
)
.unwrap();
}