Rope Race AI Training

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Whole maps finished from the real start
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every start-to-finish race, repeats included
Maps beaten
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different maps finished start to finish
Maps left unbeaten
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never finished start to finish yet
Partial finishes
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finished from a practice start partway along
Failed races
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drowned or ran out of time
Races run
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every race of every kind

A race, replayed

a new one every minute
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The most recent run

the newest run, checked every minute
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Progress

Each point pools at least the half hour of races before it (hundreds of races), so a lucky or unlucky streak can't make a spike. The coloured number is where it is now; the arrow is the change over the time shown. Touch or hover a graph for exact values.
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Never completed: the maps it has never beaten

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How these are counted

Never completed: every map training races that it has not once finished from its real start since , in a training race or a test race. A map it finishes leaves the list at the next refresh: the list is worked out again at most once a minute.

How far it gets: no record of each map's best race from its real start is kept, so it shows one of two signs. Best seen (with a bar): the furthest of its real-start tries this site has seen since . One racer in each worker saves its latest try at a whole map, so this is a sample: the real best may be further. When no try has been seen yet, its first stuck place (words only, no bar): the stuck place nearest its start (the Stuck spots rules: failing there at least 20 times, in at least a quarter of the races that got there), counted since from every race, practice starts too. This is only a rough sign: practice starts near the finish can put it close to the finish while races from the real start get nowhere near it, so on a long course it can look much closer than it is. Closest to finishing lists the maps with a try seen first, then those with only a first stuck place, each group by the number it shows. Older heat map: its heat map was rebuilt after these places were counted, so they can be off.

Tries: a RopeGP map's training races from its real start since (the curriculum's own count, exact). A kept generated map's running count, when the trainer keeps one (halved at 200 races). Other maps have no counter: about is the most races that crossed any 100 px of its route since , practice starts included, so it is often 1 to 2 times the real number, and more on a long course. Most tries sorts these estimates together with the exact counts.

Stuck spots: its stuck places and its issues (stuck places with memories); Open shows them on its map in the Maps tab. Heat map: v2 is made by the current rules, v1 by older ones; v2 refused: under the current rules there is no way from its start to its finish (a gap too tight for the worm), so its v1 heat map is kept. Approval: whether its start, finish and walls are approved. There are no pictures in the list: open a map to see it.

Held-out maps never finished in a test

Maps it is never trained on: raced only in the tests (evaluation), always from the real start, their finishes counted with the rest. How many test races each map had, and how far they got, is not recorded per map: test races are not in the stuck tally.

Where it keeps getting stuck

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A place counts once races have failed there at least 20 times, and in at least a quarter of the races that got that far (stalled, ran out of time or drowned with it as the furthest they got). Each has a practice section: green start, red the spot, orange finish. The racer replays these places by itself; on a map with a world record's run, that run past the place becomes the spot's first memory and its end the spot's finish. A spot with no finish is on hold (not replayed, no memories) until its finish is marked on the Needs a finish tab.

Memory: the issues it has solved

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How WRAI 1.1 sees and remembers

Ray sight. 64 rays all the way round the worm and one along its aim (where a rope shot would go), each stopping at the first terrain pixel, exact to the pixel's edge, or at the water. The pictures show the map in 4–64 px squares; the rays give the borders exactly, with how good the spot each ray reaches is on the heat map.

Flight arc. Where the worm would fly from its speed right now with nothing holding it: W:A's own free flight (gravity 0.24 px per tick², no drag), followed for 3 s until it would land on terrain or in the water. On the rope it shows where letting go now would send it, so a pump's extra speed stretches the arc; it only flies that path once nothing holds it.

Issues. The places it kept getting stuck (the Stuck spots tab's tally), each with a number that never changes. Training replays them: those races start 150–700 px of route before the place, and a race whose worm gets into the issue’s finish (a circle past the place) without drowning passes it. The finish is set automatically at the end of the world record’s run through the place, or by you in its Details; an issue with no finish is on hold (not replayed, no memories) until one is marked on the Needs a finish tab. With a world record’s run, an issue gets its own course: a finish where the record’s run ends (or yours), its replays starting where the record’s run started (its speed and rope too), and a heat map just for that section leading to the finish -- the race ends there.

Memories. Only from those replays (the issue training windows, where the issue is known exactly). Each issue keeps up to 8: every pass while there is room, until the issue is mastered (90% of its last 50 tries passed); after that only a pass faster than its slowest memory gets in, replacing it. A memory’s time runs from its course’s start to the moment its worm first gets into the finish circle from the course’s side (through a wall does not count), so their times compare fairly. Your runs are timed from their moment nearest the start. A memory kept from before its start moved is marked other start: its time is not compared, and the next pass replaces it first. Your memories (from your recorded runs) come first and are never replaced. One memory bank is shared by every racer.

Issue matcher. A helper network (1.2M parameters) trained only on those replay moments: which issue a moment looks like and how far before the place it is. When it is at least 30% sure, the racer is handed that issue's memories at that point: how soon each run got past, where it went over the next 3 s, how fast, the rope, and its next keys. It can recognise an issue on a map it has never seen, if the place looks alike.

Needs a finish: stuck spots on hold

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A stuck spot is beaten by getting into its finish, a circle past the spot. Most spots get one by themselves at the end of the world record’s run through them; these have none, so they are on hold: training does not replay them, keeps no new memories of them and does not use the ones they already have. Open one and click on the map where getting there counts as getting past the spot, then save it. Training applies it at its next update and starts replaying the spot.An admin marks where each one’s finish is; training then starts replaying the spot. The most stuck are listed first.

Find a map

Part of its name or key, or its kind (ropegp, wmdb, generated, mirror, held out…): the maps training races come first. ↑ ↓ and Enter open one; / jumps here.

Human approval

Each map's start, finish and walls, checked by you: the map-planning AI learns only from maps approved as they are now. A change to any of them later needs approving again. Approve in the heat-map editor (Review & approve), where all of it is drawn. A WA plan in the WAI map window is approved apart.

Every map: beaten from the real start?

Recent races on different maps

white = in the air or on the ground, orange = on the rope; small white dot = where the race began, green = the map's start, red = finish, yellow = where it ended

Right now

Hour by hour

the last 24 hours, one row per hour: races run and the share of them that finished

History: this run's earlier eras

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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.

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