WAI map

…
waiting for WA's lobby map…
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Dream
Off Recordings are saved as Algorithm and never used for training. Experimental turn mode: plans between turns. OFF by default.
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AI teams

Several teams in one game can be AI. WAI's own team is the one that dreams (Dream mode, Fever, lucid, the lobby dream) and plays WAI's model. Every other AI team is a light racer: it races straight from a model of its own, with no dreams, from the map plan's start (beside it while WAI's team still needs it) to its finish. Up to 3 different models are loaded at once besides WAI's (GPU memory). A change counts from each team's next turn.

About WAI

WAI is an AI that does its own roping in Worms Armageddon rope races. It joins a real game through a small WormKit module and races for its own team, turn by turn, from the start to the finish.

How it plays

  • A neural network steers its worm. It looks at the terrain around it, where its rope is aimed and where it would fly if it let go, its own speed and swing, and the way to the finish.
  • Every couple of frames it picks its keys: left or right, aim, fire or let go of the rope, jump.
  • A short-term memory follows how its swing is going. A long-term one recognises tricky spots it has met before and recalls runs that got through them: its own best tries and, at some spots, a world record run.

How it learns

  • It teaches itself by trial and error (reinforcement learning) in a fast simulator built to match WA's rope physics. Early on it took a few light lessons from its trainer's own runs; these days it learns only from its own tries.
  • Getting nearer the finish, sooner, earns it points. A momentum combo pays extra for keeping its speed up, and bumping into walls costs a little.
  • It has raced millions of times: at first mostly on generated practice maps, now mostly on real rope race maps, a step at a time.
  • Spots where it keeps getting stuck are found automatically and trained as small courses of their own.
  • World record runs from RopeGP help set where races start and finish and which way leads there, and at hard spots it can recall how the record went, as a hint. It is never trained to copy them: it still has to find its own way through.
  • It is also tested on maps it never trains on, to check that it has learned roping and not just the maps by heart.

Its modes

Plain

Dream mode off: the network races each turn as it sees it, on the spot.

Dream mode

While the other teams play, and just before its own turn starts, it races many copies of itself through its next turn in the simulator. The copy that finishes soonest, or else ends its turn nearest the finish without drowning, becomes the plan it plays. A “?” over its worm: it is still thinking.

Deep dream

After each batch of dreams it briefly tunes itself on its best copies, so the next batch tries around what worked. Back to normal when its turn ends.

Lucid dream

Made for breaking out where it is stuck: every copy is scored by how far it reached, and a temporary WAI learns from all of them, as in its real training.

Base camps

With lucid dream: a safe point on its rope, near the furthest a copy got, becomes the start for the next copies, camp after camp. In the game its worm hangs still there for a moment, and the “?” over it marks the hand-over to the next copy.

Fever dream

Its turn is dreamt a second at a time: each step many copies race from the last step's best, the furthest (or the one doing best a little later) carries on; a “?” marks each hand-over.

One prediction

It dreams its turn just once, plays that plan, and this page draws the plan and shows how closely the real game follows it.

Lobby dreaming

In dream mode, when the lobby's map has a plan, it starts dreaming its first race while everyone is still in the lobby.

When it is stuck

When its dreams find no way on, it skips its turn rather than keep everyone waiting, and dreams on, with some wilder copies, until it finds one.

Fair play

WAI plays only through a player's controls: the keys, and a teleport click to its start. It sees the game more exactly than a person can, but it can only act the way a player does. WA itself turns its keys into moves, so online games stay in step. It never moves anyone else's worm or changes the map, and once it has crossed the finish it surrenders by itself.

On the map: the colours show how far each spot is from the finish, the dashed blue line is its plan, and the tiny worms of the thought tree are its dream copies racing.

Chat moderation

Chatters

Bans

Ban an address

Mute: they can still watch both sites, but cannot chat on either. Block: map.wrai.dev and train.wrai.dev show them only a page saying they are blocked. A ban lasts as long as chosen above. An IPv6 visitor's addresses change within their /64, so a chatter on IPv6 is their whole /64, and a ban covers all of it unless unticked. Many phones share one IPv4 address: a short ban is kinder there. Remove their messages takes what they said out of both chats for everyone. Each message shows the chat it was sent in: the map site's or the training site's. Addresses show only here, to the admin; a chatter's record is kept 30 days after their last message, unless they are banned.

near the finish far from it the heat map can't go there saved walls new lines the heat map's way from the start record route its plan start finish
Thought tree the best copy finished died lost control
How this window works

In a game this shows the map being played, with every worm on it live (the one whose turn it is ringed); in the lobby, the map picked there. Draw (or Line): walls over openings the heat map should not lead through (the worm can still go there); the Eraser rubs out parts of them, Delete wall a whole one. Start (S) / Finish (F): click or drag where WAI starts and where it finishes. Save: the heat map is worked out now, and when the game loads this map WAI takes the finish, its team and the heat map from here.

Thought tree: WAI's last dream batch replayed fast -- every tiny worm is a copy of WAI racing its next turn. Flow: the colours stream the way the heat map leads to the finish. Right-drag (or Move) moves the view, the wheel zooms.

Draw: hold Shift to draw a straight horizontal or vertical line. Line (L): press at one end and let go at the other for one straight wall at any angle; hold Shift to keep it at 0, 45 or 90 degrees, Ctrl-click or Alt-click to carry on from the last line's end. Eraser (E): rub out only the parts of walls under its round brush (its size beside the tools; Shift keeps it on a straight line); Delete wall, or an Alt-click with the Eraser, takes a whole wall away. Undo takes back one drag or click at a time. A save that takes saved walls away says first what it will do.