Fun fact: The searches for these runs involved about 2 trillion (2 * 10^12) frames of simulation, which is about 2000 years of playtime, using about 35 kWh of electricity.
@@Learn_The_Cube Unfortunately the state space of the game is huge because a number of important parameters like Mario's position are floating point numbers. It would require more sophisticated methods to provably solve certain parts of the game, with the exception of maybe some very short or simple situations.
Finally got around to watching this and will watch the others right after. What a fun watch! I loved when older strats became fast again due to a small change in either movement of path, SM64 being such an open game makes it absolutely perfect for creativity and god damn scattershot can find many different ways to get to the same goal. Never fails to disappoint.
Yeah I'm planning to make more of these as it's relatively easy compared to trying to find RTA setups or TAS improvements. Feel free to suggest areas / sections that would be interesting to look at.
I'd love to see some free running stuff. Getting to the top of the castle spawn, visiting every room in the castle first floor with an LBLJ, seeing how much of the WDW downtown you can explore only doing wall kicks so you never stand on a flat surface, that sort of thing
I’m sorry what does it mean by “low resolution” in terms of running? At first I assumed it was runs where somehow you got low-polygon Mario to appear when he shouldn’t lol
Could this be done with restrictions? Like as in restricting the a button to find faster or new ABC routes? Or am I not understanding how any of this works?
You can add any restriction you want, but finding new ABC routes is very unlikely since that generally requires a more systematic approach. However, it could be used for optimizing existing ABC TASes or finding generic RTABC movement ideas.
Yeah I was having some audio sync issues while recording. I spent like an hour trying different recording settings but nothing fixed it. I tried to fix it in post but it's not fully consistent. It was driving me nuts. Need to figure out a proper solution before the next video...
@@mariocamspam72Yeah I'm using x264vfw. I didn't know there was an "audio sync" option. I found a "Sync game to Audio" option in the Jabo's DirectSound 1.6 plugin configure window. Is that it? I was using Mupen 1.0.8 btw so that may have been an issue as well, although it hasn't been an issue in the past. I tried a 1.0.10 version I still had and used the audio sync option. I think it's good now. I should really update to the last version before the scripting changes or the latest version and update my scripts at some point.
@Krithalith i think you should be able to update to 1.1.8 with no problems, because there have been no breaking lua api changes. mind continuing this in #questions or w/e?
i dont really understand how this works isnt there something like 10^100 input combinations you can make in a single second? does this use ai or something?
It doesn't try every possible input sequence, since as you said, that would be impossible. Scattershot works by running random inputs with some temporal coherence, and then making and loading savestates in a smart way. Whenever it detects that a "new state", i.e. a new location + angle + etc is reached, or an existing state is reached but faster, a new savestate is made or updated. Random states are selected to load and continue from, with some customizable heuristics.
@@quut6594 It actually doesn't use a baseline TAS at all, except for getting to the starting position from game start (like entering BOB in this case). All inputs are randomly generated.
Scattershot is a general SM64 search algorithm I made based on randomized inputs and a huge updating array of "savestates". I've used it to find TAS improvements and some RTA setups.
@@quut6594 Scattershot is multithreaded and is written entirely in C / C++, making use of a recompiled version of the game thanks to Bad Boot and the decomp team.
Fun fact: The searches for these runs involved about 2 trillion (2 * 10^12) frames of simulation, which is about 2000 years of playtime, using about 35 kWh of electricity.
It’s incredible that this is possible. Maybe one day this game really will be solved!
@@Learn_The_Cube Unfortunately the state space of the game is huge because a number of important parameters like Mario's position are floating point numbers. It would require more sophisticated methods to provably solve certain parts of the game, with the exception of maybe some very short or simple situations.
What was it in real time?
@@danielr5000-d1s About 1 week
Krithalith cementing his position in sm64 history along with siglemic and pannenkoek
This is like autogenerated tas competition compilation from future
I wish I could be as cool as Mario at 1:31
Also I could watch this kind of stuff for 3 more hours
I wish we had a multi-cam of all Marios
Finally got around to watching this and will watch the others right after. What a fun watch! I loved when older strats became fast again due to a small change in either movement of path, SM64 being such an open game makes it absolutely perfect for creativity and god damn scattershot can find many different ways to get to the same goal. Never fails to disappoint.
1:14 That glitchy wallkick is actually really cool, I wish it was fast!
Holy shit I could watch a million of these. Can you make more of these for other various interactions?
Yeah I'm planning to make more of these as it's relatively easy compared to trying to find RTA setups or TAS improvements. Feel free to suggest areas / sections that would be interesting to look at.
@@Krithalith I remember once trying to test how fast you could get every life in LLL.
I'd love to see some free running stuff. Getting to the top of the castle spawn, visiting every room in the castle first floor with an LBLJ, seeing how much of the WDW downtown you can explore only doing wall kicks so you never stand on a flat surface, that sort of thing
@@Krithalithperhaps scaling TTM! I think it could be very interesting
@striker4406 There's already a star up there so I figure that has already been optimized
id love to see this for every star in the game and every piece of castle movement combined to make one big "scattershot beats sm64" video
It would be so cool, but would be pretty expensive to make, this one alone cost 35 kWh of energy
@@sm64guy28 that's like $8, so i think a reasonable upper bound on such a video would be maybe $1000
@@Quate32 that’s fair, but I wonder what scattershot will be able to do about 100 coin stars
Those glitchy wall kicks are so cool
3:09 love that ceiling gwk :D
3:08 is a wild strat too and that looks so fast
yoooo kriller!
1:30 is a craaaazy strat
0:39 is my favorite. Who would ever think to do that?
I like how midway through it , it just makes the current used strat
that was dope
This Kind of content is amazing too!
I enjoyed this
Now I want to see if scattershot can make a freerun
God I want Elon Musk’s money just so I can fund these efforts full-fledged 😭 New 100 coin routes would be legendary. I could watch years of this.
I’m sorry what does it mean by “low resolution” in terms of running? At first I assumed it was runs where somehow you got low-polygon Mario to appear when he shouldn’t lol
Cool
I want fanart of krith making out with pannenkoek
qhar
idk why this reply is so popular but I'll join the hivemind
hahahhahaha
@@xwddydfy_3 qhar??
Could this be done with restrictions? Like as in restricting the a button to find faster or new ABC routes? Or am I not understanding how any of this works?
You can add any restriction you want, but finding new ABC routes is very unlikely since that generally requires a more systematic approach. However, it could be used for optimizing existing ABC TASes or finding generic RTABC movement ideas.
can you explain the process doing these? and what is a low res search?
(1:07) - 音声が少しずれてしまったようです。
Yeah I was having some audio sync issues while recording. I spent like an hour trying different recording settings but nothing fixed it. I tried to fix it in post but it's not fully consistent. It was driving me nuts. Need to figure out a proper solution before the next video...
i didn’t expect you to be here
@@Krithalithx264vfw + audio sync in mupen?
@@mariocamspam72Yeah I'm using x264vfw. I didn't know there was an "audio sync" option. I found a "Sync game to Audio" option in the Jabo's DirectSound 1.6 plugin configure window. Is that it? I was using Mupen 1.0.8 btw so that may have been an issue as well, although it hasn't been an issue in the past. I tried a 1.0.10 version I still had and used the audio sync option. I think it's good now. I should really update to the last version before the scripting changes or the latest version and update my scripts at some point.
@Krithalith i think you should be able to update to 1.1.8 with no problems, because there have been no breaking lua api changes. mind continuing this in #questions or w/e?
i dont really understand how this works
isnt there something like 10^100 input combinations you can make in a single second?
does this use ai or something?
It doesn't try every possible input sequence, since as you said, that would be impossible. Scattershot works by running random inputs with some temporal coherence, and then making and loading savestates in a smart way. Whenever it detects that a "new state", i.e. a new location + angle + etc is reached, or an existing state is reached but faster, a new savestate is made or updated. Random states are selected to load and continue from, with some customizable heuristics.
@@Krithalith so it is ai?
is it the chatgpt level kind of generative ai or is it just regular really smartly coded ai?
@@dracibatic2433 No neural networks or generative AI involved. Old-school algorithm.
What is actually going on here? Is this some insanely smart TAS bot or something?😮
scattershot takes a tas m64, and replays it but adds/removes/changes button inputs
@@quut6594 It actually doesn't use a baseline TAS at all, except for getting to the starting position from game start (like entering BOB in this case). All inputs are randomly generated.
Scattershot is a general SM64 search algorithm I made based on randomized inputs and a huge updating array of "savestates". I've used it to find TAS improvements and some RTA setups.
@@Krithalith Just a question, does scattershot run multithreaded? If yes, is there a program that manages the instances?
@@quut6594 Scattershot is multithreaded and is written entirely in C / C++, making use of a recompiled version of the game thanks to Bad Boot and the decomp team.
First?
Nope, third. I was second.