--- license: mit tags: - behavior-cloning - imitation-learning - super-smash-bros-melee - reinforcement-learning - gaming library_name: pytorch --- # MIMIC: Melee Imitation Model for Input Cloning Behavior-cloned Super Smash Bros. Melee bots trained on human Slippi replays. Eight character-specific ~20M-parameter transformers that take a 180-frame window of game state and output controller inputs (main stick, c-stick, shoulder, buttons) at 60 Hz. Each model plays over Slippi Online Direct Connect through Dolphin + libmelee. - **Repo**: https://github.com/erickfm/MIMIC - **Training data**: [erickfm/melee-ranked-replays](https://huggingface.co/datasets/erickfm/melee-ranked-replays) — ranked Slippi replays (master/diamond/platinum tier) per character. - **Base architecture**: Shaw-relative-position causal transformer (d_model=512, 6 layers, 8 heads, seq_len=180). Bootstrapped from [HAL](https://github.com/ericyuegu/hal) (Eric Gu) and since diverged. - **Defining MIMIC changes over HAL**: 7-class button head with a distinct TRIG class for airdodge/wavedash (HAL's 5-class head can't represent airdodge and thus can't wavedash); v2 shard alignment that fixes a subtle post-frame-gamestate leak in the training targets (see `research-notes-2026-04-11c`); the digital-L-press fix in `decode_and_press` (research notes 2026-04-13) without which no 7-class BC bot wavedashes. ## Current checkpoints (retrained on 2026-04-20 baseline) Retrained on the post-schema-drop (13 numeric cols), new-transforms (`tanh_scale` / `linear_max` / `log_max` for velocity / hitlag / hitstun) basis. See `research-notes-2026-04-20.md` in the MIMIC repo for methodology + results analysis. | Character | Run | Train games | Val loss | Step | |---|---|---|---|---| | **Fox** | `fox-20260420-baseline` | 31,030 | 0.7144 | 32768 | | **Falco** | `falco-20260420-baseline` | 20,882 | 0.7487 | 31392 | | **Marth** | `marth-20260420-baseline` | 11,759 | 0.6664 | 31065 | | **Sheik** | `sheik-20260420-baseline` | 51,751 | 0.6566 | 26160 | | **Captain Falcon** | `cptfalcon-20260420-baseline` | 17,557 | 0.7368 | watchdog | | **Luigi** | `luigi-20260420-baseline` | 2,290 | 0.7460 | watchdog | **Peach**, **Jigglypuff**, and **Ice Climbers** remain on pre-2026-04-20 schemas: - `peach-20260420-baseline` (val 0.6322) was trained on the 22-col schema before the schema drop — loadable via its pickled config. - `puff` and `ice_climbers` missed the 2026-04-20 retrain cycle due to a download-script bug; their existing HF checkpoints are on the old schema. **These two are incompatible with the current 13-col inference code path.** Will be retrained in a follow-on cycle. ## Repo layout ``` MIMIC/ ├── README.md # this file ├── fox/ │ ├── model.pt # raw PyTorch checkpoint │ ├── config.json # ModelConfig (copied from ckpt["config"]) │ ├── metadata.json # provenance (step, val metrics, notes) │ ├── mimic_norm.json # per-feature transforms + params │ ├── controller_combos.json # 7-class button combo spec │ ├── cat_maps.json │ ├── stick_clusters.json │ └── norm_stats.json # per-column mean/std (z-score fallback) ├── falco/ (same layout) ├── marth/ (same layout) ├── sheik/ (same layout) ├── cptfalcon/ (same layout) ├── luigi/ (same layout) ├── puff/ (same layout) ├── ice_climbers/(same layout) └── peach/ (same layout, pre-drop schema — retrain pending) ``` Each character directory is self-contained — the JSONs are the exact metadata used during training, copied verbatim from the data dir so any inference script can load them without touching the MIMIC repo. ## Usage ```bash git clone https://github.com/erickfm/MIMIC.git cd MIMIC bash setup.sh # installs Dolphin, deps, ISO # Download all characters python3 -c " from huggingface_hub import snapshot_download snapshot_download('erickfm/MIMIC', local_dir='./hf_checkpoints') " ``` Run a character against a level-9 CPU: ```bash python3 tools/play_vs_cpu.py \ --checkpoint hf_checkpoints/marth/model.pt \ --dolphin-path ./emulator/squashfs-root/usr/bin/dolphin-emu \ --iso-path ./melee.iso \ --data-dir hf_checkpoints/marth \ --character MARTH --cpu-character FOX --cpu-level 9 \ --stage FINAL_DESTINATION ``` Or play a bot over Slippi Online Direct Connect: ```bash python3 tools/play_netplay.py \ --checkpoint hf_checkpoints/sheik/model.pt \ --dolphin-path ./emulator/squashfs-root/usr/bin/dolphin-emu \ --iso-path ./melee.iso \ --data-dir hf_checkpoints/sheik \ --character SHEIK \ --connect-code YOUR#123 ``` The MIMIC repo also includes a Discord bot frontend (`tools/discord_bot.py`) that queues direct-connect matches per user. See [docs/discord-bot-setup.md](https://github.com/erickfm/MIMIC/blob/main/docs/discord-bot-setup.md). ## Architecture ``` Slippi frame ──► MimicFlatEncoder (Linear 184→512) ──► 512-d per-frame vector │ 180-frame window ──► + Shaw Relative-Position attention ────┘ │ 6× Pre-Norm Causal Transformer Blocks (512-d, 8 heads, d_ff=2048, GELU, LN) │ Autoregressive Output Heads (with detach) │ ┌──────────────┼───────────────┬────────────┐ shoulder(3) c_stick(9) main_stick(37) buttons(7) ``` ### 7-class button head | Class | Meaning | |---|---| | 0 | A | | 1 | B | | 2 | Z | | 3 | JUMP (X or Y) | | 4 | TRIG (digital L or R) | | 5 | A_TRIG (shield grab) | | 6 | NONE | HAL's original 5-class head (A / B / Jump / Z / None) has no TRIG class and structurally can't execute airdodge, which means HAL-lineage bots can't wavedash. MIMIC's 7-class encoding plus a fix for `decode_and_press` (which was silently dropping the digital L press until 2026-04-13) is what enables the wavedashing in the replays. ### Input features (per frame, per player) Numeric (13): pos_x, pos_y, percent, stock, jumps_left, speed_air_x_self, speed_ground_x_self, speed_x_attack, speed_y_attack, speed_y_self, hitlag_left, hitstun_left, shield_strength Flags (5): on_ground, off_stage, facing, invulnerable, moonwalkwarning Per-feature normalization is defined in each character's `mimic_norm.json`. The active transforms are: | transform | formula | used for | |---|---|---| | `normalize` | `2(x-min)/(max-min) - 1` → [-1, +1] | percent, stock, jumps_left, facing, invulnerable, on_ground | | `standardize` | `(x - mean) / std` | pos_x, pos_y | | `invert_normalize` | `2(max-x)/(max-min) - 1` | shield_strength (so "shield broken" is +1) | | `tanh_scale` | `tanh(x / scale)` | 5 velocities (scale=5 for self, scale=10 for attack) | | `linear_max` | `x / max` | hitlag_left (max=20) | | `log_max` | `log1p(clamp(x,0,max)) / log1p(max)` | hitstun_left (max=120) | Plus categorical embeddings: stage(4d), 2× character(12d), 2× action(32d). Plus the previous-frame controller state as a 56-dim one-hot (37 stick + 9 c-stick + 7 button + 3 shoulder). Total input per frame: **184 dimensions** → projected to 512. Earlier builds (pre-2026-04-20) used a 22-col numeric schema that included `invuln_left` and 8 ECB corners. Those columns turned out to be structurally zero for our .slp parse path — libmelee never populates them — so they were dropped from the schema. See research notes 2026-04-20 for the audit. Checkpoints trained pre-drop (`peach-20260420-baseline`) still load via their own pickled config but use the 202-dim projection path. ## Training - Model preset: `mimic` (20M params) - Optimizer: AdamW, LR 3e-4, weight decay 0.01, **no warmup** - LR schedule: `CosineAnnealingLR` to `eta_min=1e-6` - Gradient clip: 1.0 - Dropout: 0.2 - Sequence length: **180 frames** (~3 seconds) - Batch size: 256 per-GPU × 2 RTX 5090s × grad-accum 1 = **eff-batch 512** - Mixed precision: BF16 AMP with FP32 upcast for relpos attention (prevents BF16 overflow in the manual Q@Kᵀ + S_rel computation) - Max samples: 16.78M (≈ 32,768 steps at eff-batch 512) - Watchdog: patience=12 evals on val-plateau — some chars finish early - Reaction delay: 0. v2 shards have `target[i] = buttons[i+1]`, so `rd=0` matches inference — do NOT use `--reaction-delay 1` or `--controller-offset` with v2 shards. - `--self-inputs` is required even on v2 shards. Runs without it drop the controller-history input entirely and land at val loss ~2.3. Typical wall-clock per char on 2×RTX 5090: 10-15 min download/extract + 20 min parallel `norm_stats` bootstrap + 45-120 min sharding (depending on char, cptfalcon and sheik are the longest) + ~50 min training = 2-4 hours. ## Known limitations 1. **Character-locked.** Each model only plays the character it was trained on. No matchup generalization. Multi-character training with a character embedding is a natural next step but not done. 2. **Small-dataset overfitting on Luigi / Ice Climbers.** Luigi has ~2K training games; IC around 5K. Their `_bestloss.pt` is early-stopped — either by the patience=12 watchdog during this cycle or by inspection in prior cycles. Play quality varies. 3. **Edge guarding and recovery weaknesses.** Bots don't consistently go for off-stage edge guards or execute high-skill recovery mixups. The training data has these in it, but BC bots under-sample long-tail strategic decisions. 4. **No Matchmaking / Ranked.** The Discord bot only joins explicit Direct Connect lobbies. Do NOT adapt it for Slippi Online Unranked or Ranked — libmelee's README explicitly forbids bots on those ladders, and Slippi has not yet opened a "bot account" opt-in system. ## Acknowledgments - **Eric Gu** for [HAL](https://github.com/ericyuegu/hal), the reference implementation MIMIC is based on. HAL's architecture, tokenization, and training pipeline are the foundation. - **Vlad Firoiu and collaborators** for [libmelee](https://github.com/altf4/libmelee), the Python interface to Dolphin + Slippi. - **Project Slippi** for the Slippi Dolphin fork, replay format, and Direct Connect rollback netplay. https://slippi.gg ## License MIT — see the MIMIC repo's `LICENSE` file.