MarioStudent (Core ML)
A 9.0M-parameter pixel policy that plays Super Mario Bros. (NES) on the Apple Neural Engine.
It is a MobileNetV3-Large that looks at the screen around Mario (now and 4 frames earlier) and picks one of 11 eight-frame moves: run, walk, hold, jump, hop, up, left, leftjump, wait, swim, down. It was trained by imitation on a save-state beam-search solver that clears all 32 levels, plus DAgger rounds, with auxiliary tile and enemy grid targets. It was not distilled from JEV.
MarioStudent.mlpackage: fp16, 17 MB, all 185 ops on the Neural Engine, about 0.5 ms per decision (M5 Pro). Its move choice matches PyTorch on CPU, GPU and ANE.mario-student.pt: the PyTorch checkpoint.config.json: inputs, outputs and move order.
Results
32 levels × 3 start offsets:
| Flags | Levels cleared at least once | Cleared every time | |
|---|---|---|---|
| Model alone | 53/96 | 23 | 12 |
| Model + lookahead | 78/96 | 30 | 21 |
Lookahead: before each move, candidate moves are simulated on an emulator save state, each followed by the model's next 6 moves, and the first that survives and gains ground is played. With lookahead the result is the model plus emulator simulation, not the network alone. The maze castles 4-4 and 8-4 are not cleared.
Input / output
- Input
crop: [1, 6, 120, 96] fp16 in [0, 1]. RGB now, then RGB 4 frames earlier, covering 32 px behind Mario to 160 px ahead, every 2nd pixel of the 256×240 NES frame. - Output
logits: 11 move logits (order inconfig.json), then 11 survival logits. - Moves are 8-frame button macros. The last input is held while the game has control, e.g. during a pipe entry.
- Mario's on-screen x, which places the crop, is read from emulator RAM.
Demo
FluidUse Sources/JevMarioDemo is a
SwiftUI app that runs this model on the Neural Engine, with or without lookahead, next to
JEV-9B on Core ML.
You need your own copy of the game. No ROM, frames or gameplay video are included here.
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