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
- Go-Explore segment search on many emulator processes, split at the state machine's transitions
- Every segment is verified: the whole movie replays from power-on before a new segment counts
- Route memory from earlier runs guides the search towards a state'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.tas.run search <wrapper> <config> <until-state>
python -m datenwissenschaften.tas.run improve <wrapper> <config>
python -m datenwissenschaften.tas.run verify <wrapper> <config> <progress>
The run is split at the state machine's transitions. Each segment is searched
Go-Explore style on speedrun.workers emulator processes: an archive keeps the
fastest savestate per cell (state, 8 px position, height, airborne and
RamInfo.dynamics(), the game's coarse view of whatever moves nearby) and
branches from rarely visited cells with short random input bursts. Half the time
it branches from the tenth of cells that earned the most of the segment's
reward, and it favours cells the route memory knows to be few decisions from the
exit; a full archive drops its least promising cell. Workers step the emulator
core without rendering. 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 and the way into it is searched again.
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), 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, frames, map visits and RAM to live/<seed>.msgpack every 2 s, one
worker its latest frame to live/attempt.jpg twice a second; the main process
folds them into search, map, ram and position every 5 s and the relay
puts the frame to /live/attempt.jpg. 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 and publishes
speedrun.movie: its version (the first 12 hex digits of its SHA-256), frames,
seconds, frame rate and each segment's state and start frame, so the stream
plays the whole run in sync with its splits. 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
paths.models/<game>/<state>/route.json lists, per 8 px cell, how many
decisions the fastest known run needed from there to the state's exit. The
search weights cells on the route by how close they are to the exit. A state
without the file is searched without guidance.
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) at once when the search is stuck, or once
the movie has not improved for agent.stall_minutes minutes. 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 (tas.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.
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.tas.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/ |
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 faster movie before the lab task starts a lab run |
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, speedrun.tasvideos |
The category run and where its records are read: speedrun.com game, category and variables, TASVideos publication |
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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