Retro Speedlab Core
Tool-assisted speedrun search for classic video games. The engine searches the fastest movie of buttons to press on every frame from power-on, verifies that it replays, and streams the run to Retro Speedlab. Game packages supply the game knowledge (RAM map, states, rewards, actions); this repository turns it into a speedrun.
Highlights
- Power-on start like a real speedrun: every movie boots the game at its title screen; levels are states of one full-game run
- Level by level: the search stays on the earliest unbeaten level until it is beaten, starting where the route of the level before it ends, then moves on
- Three search modes per segment on many emulator processes: Go-Explore walks, a breadth-first frontier search over short input combinations and a Monte Carlo tree search
- Learned guidance: RAM values never seen before, a move table learned from every stored piece, and a PPO policy that trains on the GPU
- Every segment is verified: the whole movie replays from power-on before a new segment counts
- Route memory from the practised levels guides the search towards each level's exit
.bk2movie and MP4 video of the verified run- Live relay of the newest verified segment, the run's time, level splits and the lab's status to the Retro Speedlab backend
- Lab runs: when the search is stuck or stalls, Claude Code improves the game package on its own branch
Architecture
flowchart TD
Game["Game package<br/>RAM · States · Rewards · Actions"]
Env["Stable Retro emulator<br/>StateMachineGymWrapper"]
Search["Segment search<br/>one worker per process"]
Movie["Verified movie<br/>progress.msgpack · tas.bk2 · screen.mp4"]
Relay["Live relay<br/>snapshot · whole movie"]
Lab["Lab run<br/>agent/daily.sh"]
Game --> Env
Env --> Search
Search --> Movie
Movie --> Relay
Movie -- "stuck or stalled" --> Lab
Lab --> Game
Speedrun search
The app's default workflow is speedrun: it writes the fastest movie from
power-on for any game package and improves it forever:
python -m datenwissenschaften.speedrun.run search <wrapper> <config> <until-state>
python -m datenwissenschaften.speedrun.run improve <wrapper> <config>
python -m datenwissenschaften.speedrun.run verify <wrapper> <config> <progress>
The run is split at the state machine's transitions. Each segment is searched on
speedrun.workers emulator processes over an archive that keeps the fastest
savestate per cell (state, 8 px position, height, airborne and
RamInfo.dynamics(), the game's coarse view of whatever moves nearby). Three
modes share each search by time:
- Go-Explore walks (60 %) branch from rarely visited cells with short input bursts; half the time they start from the tenth of cells that earned the most of the segment's reward.
- Frontier search (20 %) tries every action with holds of 1, 3 and 8 decisions, three deep and breadth first, from a chosen cell: the frame-precise jumps random walks rarely hit.
- Monte Carlo tree search (20 %) expands the moves with the best upper confidence bound and scores short rollouts by reward and new cells.
Cells gain weight for RAM byte values never seen before in the segment and for
being close to the exit on the route memory. Walks and rollouts follow a move
table learned from every stored piece (cache/tas/prior.msgpack) 30 % of the
time and the PPO policy 20 % of the time. A full archive drops its least
promising cell. Each search process keeps 1000 cells of the last 12 starts it
explored, half with the most reward and half the rarest, and saves them to
cache/tas/archives/<start>/<process>.msgpack: a later search from the same
start goes on where the last one stopped, and after a restart the processes'
files are merged. Before it searches a state, the TAS replays the hints for it
from each of its starts in that state: the game package's hints.json (written
by the lab, [{"state": ..., "presses": [[frames, [buttons]]]}]) and the
shortest way out the PPO policy found (cache/tas/policy_exits.msgpack); a hint
that crosses and holds becomes the next piece. A crossing into a later state ends a branch and counts only when
the new state holds; deaths and backward transitions drop it. Of the three
fastest distinct crossings, the one whose next segment is also fastest is kept,
and frames it does not need are shaved off. A segment gets
speedrun.segment_seconds per round and twice as long with each retry. Random
numbers live in the savestates, so the search plans against the real RNG and can
wait frames to change it. A segment without a way out is marked stuck in
cache/tas/stuck.json (in practice since the state's first failed search
without a find, across the other levels' turns, cache/tas/failures.json) and
the way into it is searched again; a search that only ends in a checkpoint counts
as one without a way out too. Checkpoints in a state come only within its first
turn of searches since a piece last left it (practice: one level's turn,
otherwise 3 searches): a chain of checkpoints that has not led out by then is
dropped down to the last piece, unless its end is at least 60 frames closer to
the exit on the route map than its start; such a chain is searched from its end
again and goes only when the level goes back. Going back drops every checkpoint in a row down
to the last piece as well, and either way that level gets no new checkpoint in
the state it went back from, other than one on the route map, until a piece leaves that state (finding the way
back into it is not enough), also after a restart (cache/tas/barred.json).
A checkpoint is the reached cell with the fewest frames left on the route map:
from a start on the map that cell must be at least 60 frames closer to the
exit, from a start off the map any reached map cell will do; otherwise it is
the cell with the most reward. A checkpoint on the map always moves closer to
the exit, so it is also kept after the first turn and in a barred state. So is a
reward checkpoint from a start off the map, since nothing there tells a dead end from
progress; of several workers'
checkpoints the one closest to the exit on the map wins, then the most reward.
After every segment the whole movie is replayed from power-on; segments that do
not reproduce are searched again. cache/tas/progress.msgpack lets a run
resume, cache/tas/tas.bk2 is the verified movie, screen.mp4 its video and
search.log the search's log. metadata.speedrun tells the stream the run's
time from power-on and from Start, its segments, the level splits (from
GameWrapper.levels, with the part before the first level split under the
first state's name, opening), each state's goal, the game and its record
sources, the engine's events, milestones and time history (journal.json) and
the segment being searched. While a segment is searched every worker writes its
cells and frames to live/<seed>.msgpack every 2 s and its latest frame at half
size to live/<seed>.jpg once a second; the main process folds the reports into
search every 5 s and the relay puts a mosaic of the first nine workers' frames
(seed order, row by row, seeds in X-Seeds) to /live/attempts.jpg once a
second. Whenever the verified movie changes a background thread renders it from
power-on to an H.264 MP4 at twice the NES resolution, puts it to
/live/movie.mp4 in parts, puts the game memory sampled every 6 frames of the
power-on replay to /live/movie-ram.json and publishes speedrun.movie: its
version (the first 12 hex digits of its SHA-256), frames, seconds, frame rate
and each segment's state, the state it reaches and its start frame, so the
stream plays the whole run in sync with its splits. When improve finds a
faster segment, the old and the new piece are rendered side by side from the
same savestate, put to /live/compare.mp4 and published as speedrun.compare
with the state, both frame counts and the time. improve searches every segment
again, bounded by its current frames; a faster crossing replaces it and the rest
is searched anew. verify fails unless a progress file still replays with a
game package.
Route memory
cache/reference/route.json lists, per 16 px cell of every beaten level, how
many frames the level's route still needed from there to its exit, and is
rewritten whenever a level's route changes. A row may end in what the run had there, in
the game's dynamics() order (Snake Rattle 'n Roll: weight, pieces on the scale,
speed); such a row counts only for a snake that has at least as much, so the map
leads over nibbleys and power-ups too. The search weights cells on the route by
the fewest frames left to the exit.
Reference run
On its first start the search downloads the video of the top verified human run
on the game's speedrun.com leaderboard (speedrun.speedrun_com: game, category
and variables) with yt-dlp to
cache/reference/video.* and extracts 4 frames per second to
cache/reference/frames/<seconds>s.png for the lab. It fails when that run has
no video. Delete cache/reference/frames to fetch the run again.
The video is never read on its own: its frames are compared with screens the
emulator rendered. At startup and every time the route memory is rewritten (after
each beaten level and each improve round) one worker of the pool, unless the
previous matching still runs, renders one frame after every placed cell of the
search archives (cache/tas/archives, one save state per state and cell key) and
caches the screen with its RAM position, level and dynamics() in
cache/reference/screens.msgpack, so only new places are rendered. Video frames
lose their black border (found from every tenth frame) and are cached in
cache/reference/frames.npz. Both become 32x30 thumbnails. Rows that barely
change across a level's emulator screens (HUD, borders: below a quarter of the
median row spread) are left out, and the distance is 1 minus the Pearson
correlation of the remaining pixels, so brightness and contrast of the capture do
not count. The video splits into levels at dark score screens of at least 3 s, and
a frame is compared only with the emulator screens of its level. It counts as
matched only if its best distance is at most 0.2 and the best screen of a distinct
place (another area or more than one 16 px cell away) is at least 0.1 further;
every other frame stays unmatched, also when the level knows no second place.
cache/reference/matches.json holds
{
"levels": [{"level": 0, "frames": 640, "matched": 212,
"waypoints": [{"seconds": 31.25, "cell": [3, 4, 9], "state": "Play"}]}],
"matches": [{"seconds": 31.25, "state": "Play", "level": 0, "area": 3, "x": 70,
"y": 150, "cell": [3, 4, 9], "distance": 0.08}]
}
where frames counts the level's frames that are not dark and the waypoints are
the matched cells in video order, one per change of cell.
cache/reference/video_route.json is a route memory file
([area, x // 16, y // 16, frame, frames_left, *dynamics]): per cell and dynamics
the fewest emulator frames (at the emulator's frame rate) from the frame to the end
of its level in the video, carrying what the human had there; the route map
merges it with route.json. The stream gets metadata.speedrun.reference_progress,
[{"level": 0, "matched": 212, "frames": 640}], and search.log a line per level.
Sprites and game knowledge
The engine reads what the NES draws, not what a picture looks like: every
FCEUmm savestate holds the PPU's object memory (SPRA, 64 sprites of y, tile,
attributes and x) and its control register (PPUR, bit 5 for 8x16 sprites).
FCEUmm runs vertical blank and the game's sprite DMA before it draws a frame,
so the object memory at the end of a frame is exactly the one on screen. No
game setting is needed. Sprites whose 8x8 or 8x16 boxes touch or overlap form
one object; an object is identified by its signature, the first 8 hex digits
of a BLAKE2b hash of its sorted tile and palette pairs, so it keeps its
signature wherever it moves and whichever way it faces.
Every 6 frames of each verified replay of the run and of the level reel, the
objects on screen go into the sprite catalog cache/sprites/:
<signature>.png is the object cut out of the screen when it was first seen,
catalog.json maps each signature to when (UTC), in which level
(RamInfo.level()) and state it was first seen and how often since. Every
rendered video is drawn at twice the NES resolution with a thin box and a short
label around each object: the player's name in yellow, a named sprite in cyan,
? in pink.
Names come from the game package's optional knowledge.yaml next to its
config.yaml, which the lab writes for the website's "What the AI learned"
page. A missing file is empty knowledge; a malformed one stops the run with the
file and the field named. Every key is required:
mechanics: [{title: Weight, text: Each nibbley eaten makes the snake heavier.}]
player: {name: Rattle, text: The red snake., sprite: bda9d2fe} # or null
enemies: [{name: Bigfoot, text: Stomps the snake flat., sprite: null, levels: [1, 2]}]
powerups: [{name: Clock, text: Stops the timer., sprite: null, effect: More time}]
levels: [{name: Level 1, goal: Ring the bell, route: Up the stairs, hazards: [water]}]
ram: [{address: 0x00A5, name: weight, meaning: Nibbleys eaten, verified: true}]
metadata.speedrun.knowledge publishes the file as it reads, and
metadata.speedrun.sprites the 48 most seen catalog entries:
[{signature, name, image, first_seen, first_level, first_state, seen}], with
name from the knowledge or null and image the PNG as a data URI.
PPO policy
With speedrun.policy, a separate process trains a policy with
Stable-Baselines3 PPO on the GPU, always from the start
the search is working on (cache/tas/policy_start.msgpack). policy.env.PolicyEnv is a
Gymnasium environment around one emulator: RAM in, a button
combination out. Its reward is the state's reward, RAM values never seen on that level, a bonus
for the exit and a penalty for a death; an episode ends on the exit, a death, another state or
after 128 decisions. speedrun.policy_emulators environments play in parallel in a
SubprocVecEnv. After every round of 1024 decisions per emulator the policy network (two tanh
layers of 256) is exported to cache/tas/policy.npz, which the search workers read with numpy,
the shortest episode that left the state is kept for the search to replay, and the round's
reward, exits, entropy and value fit go to Weights & Biases.
Workflows and the lab
Flyte runs the work as tasks (datenwissenschaften.workflow):
speedrun relays the stream, publishes the lab's status and searches and
improves the movie forever. lab first starts the critic (agent/critic.sh)
once five new reports landed in agent/reports/ since its last review; the
stream shows its lessons as metadata.critic. Then it starts a lab run
(agent/daily.sh of the game package) once no level stored a piece, the movie
did not improve and no lab run ended for agent.stall_minutes minutes, as the
journal records them; a checkpoint is no piece. Claude Code works
for agent.minutes minutes on its own git worktree of the game package, and its
branch ships only when its checks pass and the current movie still replays with
it (speedrun.run verify). The lead session delegates to the subagents defined in the
game package's .claude/agents/; the stream shows each member's role, state and
latest step and every hand-off with its short task, the lead's latest actions
(only the kind of action and the source files it touches), its commit subjects
with URLs and secret-like words hidden, and the lines it changed. Every task
runs locally with flyte run --local.
Experiments
The search and the policy each log one Weights & Biases run per release
(project retro-speedlab, grouped by ui.release, jobs search and policy):
- search: the run from power-on as
run/seconds,run/pieces,run/levels_beatenand the state it ends in,run/reached; every level's split aslevels/<level>; running counts ofsearch/found,search/improved,search/checkpoint,search/stuckandsearch/lab; the frames the trimming saved,search/frames_saved; and with every valuesearch/hours_since_progress, the hours since a piece was found or made faster; - policy: per PPO round
policy/reward,policy/exits,policy/episodes,policy/exit_rate,policy/entropyandpolicy/explained_variance.
Without WANDB_API_KEY the runs are disabled and logged as not tracked.
Lab runs
After the verdict, python -m datenwissenschaften.lab.record CONFIG LOG STAMP BASE OUTCOME COMMITS
(outcome rejected, notes or deployed) reads the run's Claude Code log once and
- publishes its numbers and a swimlane timeline (the lead and every subagent as lanes, tool calls as
blocks, hand-offs as arrows) to the website at
PUT /lab-runs/{game}/{stamp}; - sends it to Langfuse as the session
lab-run STAMP, one trace perclaude -pround, as OpenTelemetry spans with their recorded times. Every model turn is a generation with its token usage, every tool call a tool span and every subagent an agent span holding its own turns and tools. The session is scored withaccepted,deployed,cost_usd,commits,minutes,turns,subagentsandtool_errors.
Langfuse needs LANGFUSE_PUBLIC_KEY, LANGFUSE_SECRET_KEY and LANGFUSE_BASE_URL; without them the
run is logged as not traced.
Live relay
With ui.enable: true and an upload key, the engine relays to the Retro
Speedlab backend (upload.url) every few seconds the snapshot (the published
metadata and the release) and the search's newest frame; the whole verified movie
goes up whenever it changes. The website's /stream page, opened with the stream
key (?api_key=), plays them for OBS.
The engine itself serves nothing.
Installation
Retro Speedlab Core requires Python 3.12.
git clone https://github.com/datenwissenschaften/retro-speedlab-core.git
cd retro-speedlab-core
uv sync
cp config.example.yaml config.yaml
The published package and import path are datenwissenschaften.
Minimal usage
This repository does not ship a playable game; a game package supplies the RAM layout, states, rewards and actions:
import numpy as np
from datenwissenschaften.environment.wrapper import StateMachineGymWrapper
class AirstrikerWrapper(StateMachineGymWrapper[AirstrikerRam]):
start_state_cls = SurviveAndScore
state_classes = (SurviveAndScore,)
ram_info_cls = AirstrikerRam
action_table = np.array([[[1] + [0] * 11, [0] * 12, [0] * 12, [0] * 12]], dtype=np.int8)
levels = ()
python -m datenwissenschaften.speedrun.run search airstriker:AirstrikerWrapper config.yaml SurviveAndScore
Every state sets a one-line goal. The ROM is imported through Stable Retro
from paths.roms; the engine's own test suite needs no ROM.
Configuration
Every key in config.example.yaml is required; missing or malformed values
raise an error when the configuration is loaded.
| Key | Meaning |
|---|---|
paths.roms, paths.integrations |
ROMs and custom Stable Retro integrations |
paths.models |
Route memory per state |
paths.cache |
The search's movie, progress, stuck marker, journal, live reports and log under tas/, the sprite catalog under sprites/ |
paths.lab_run |
Marker file of a running lab run |
training.game |
Stable Retro game id |
upload.url, upload.api_key |
Retro Speedlab API; null disables the relay |
ui.enable, ui.release |
Live relay on or off and the release label shown on stream |
twitch.enabled |
Whether the stream page goes live on Twitch |
agent.stall_minutes |
Minutes without a new piece, a faster movie or a lab run before the lab task starts one |
speedrun.workers, speedrun.segment_seconds |
Search processes and seconds per segment round |
speedrun.id, speedrun.title, speedrun.platform |
The game as the stream names it |
speedrun.category, speedrun.speedrun_com |
The category run and where its records and the lab's reference run are read: speedrun.com game, category and variables |
log_level |
Loguru log level |
Testing
uv run pytest --cov=datenwissenschaften --cov-fail-under=95
Tests run on a scripted emulator, so they need no ROM.
Development
uv run ruff check .
uv run ruff format --check .
Relationship to Retro Speedlab
- Retro Speedlab Core (this repository): the engine: segment search, verified movies, the live relay and the lab workflow.
- Game packages: one repository per game with its RAM map, states, rewards, actions and Dokku deployment, improved by lab runs.
- retrospeedlab.com: the lab's website, showing the stream and the speedrun.
License
Copyright © datenwissenschaften contributors.
Distributed under the GNU General Public License v3.0.
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