Columbus/columbus/env.py

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from gym.envs.registration import register
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import gym
from gym import spaces
import numpy as np
import pygame
import random as random_dont_use
from os import urandom
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import math
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from columbus import entities, observables
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import torch as th
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class ColumbusEnv(gym.Env):
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metadata = {'render.modes': ['human']}
def __init__(self, observable=observables.Observable(), fps=60, env_seed=3.1):
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super(ColumbusEnv, self).__init__()
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self.action_space = spaces.Box(
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low=-1, high=1, shape=(2,), dtype=np.float32)
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observable._set_env(self)
self.observable = observable
self.title = 'Untitled'
self.fps = fps
self.env_seed = env_seed
self.joystick_offset = (10, 10)
self.surface = None
self.screen = None
self.width = 720
self.height = 720
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self.visible = False
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self.start_pos = (0.5, 0.5)
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self.speed_fac = 0.01/fps*60
self.acc_fac = 0.03/fps*60
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self.die_on_zero = False
self.return_on_score = -1 # -1 = never
self.reward_mult = 1
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self.agent_drag = 0 # 0.01 is a good value
self.controll_type = 'SPEED' # one of SPEED, ACC
self.limit_inp_to_unit_circle = True
self.aux_reward_max = 0 # 0 = off
self.aux_penalty_max = 0 # 0 = off
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self.aux_reward_discretize = 0 # 0 = dont discretize
self.draw_observable = True
self.draw_joystick = True
self.draw_entities = True
self.void_barrier = True
self.void_damage = 100
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self.paused = False
self.keypress_timeout = 0
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self.can_accept_chol = True
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self.rng = random_dont_use.Random()
self._seed(self.env_seed)
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@property
def observation_space(self):
return self.observable.get_observation_space()
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def _seed(self, seed):
if seed == None:
seed = urandom(12)
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self.rng.seed(seed)
def random(self):
return self.rng.random()
def _ensure_surface(self):
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if not self.surface or self.visible and not self.screen:
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self.surface = pygame.Surface((self.width, self.height))
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if self.visible:
self.screen = pygame.display.set_mode(
(self.width, self.height))
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pygame.display.set_caption(self.title)
def _limit_to_unit_circle(self, coords):
l_sq = coords[0]**2 + coords[1]**2
if l_sq > 1:
l = math.sqrt(l_sq)
coords = coords[0] / l, coords[1] / l
return coords
def _step_entities(self):
for entity in self.entities:
entity.step()
def _step_timers(self):
new_timers = []
for time_left, func, arg in self.timers:
time_left -= 1/self.fps
if time_left < 0:
func(arg)
else:
new_timers.append((time_left, func, arg))
self.timers = new_timers
def sq_dist(self, pos1, pos2):
return (pos1[0] - pos2[0])**2 + (pos1[1] - pos2[1])**2
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def dist(self, pos1, pos2):
return math.sqrt(self.sq_dist(pos1, pos2))
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def _get_aux_reward(self):
aux_reward = 0
for entity in self.entities:
if isinstance(entity, entities.Reward):
if entity.avaible:
reward = self.aux_reward_max / \
(1 + self.sq_dist(entity.pos, self.agent.pos))
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if self.aux_reward_discretize:
reward = int(reward*self.aux_reward_discretize*2) / \
self.aux_reward_discretize / 2
aux_reward += reward
elif isinstance(entity, entities.Enemy):
if entity.radiateDamage:
penalty = self.aux_penalty_max / \
(1 + self.sq_dist(entity.pos, self.agent.pos))
if self.aux_reward_discretize:
penalty = int(penalty*self.aux_reward_discretize*2) / \
self.aux_reward_discretize / 2
aux_reward -= penalty
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return aux_reward
def step(self, action):
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# TODO: Just make the range consistent...
inp = (action[0]+1)/2, (action[1]+1)/2
if self._disturb_next:
inp = self._disturb_next
self._disturb_next = False
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if self.limit_inp_to_unit_circle:
inp = self._limit_to_unit_circle(((inp[0]-0.5)*2, (inp[1]-0.5)*2))
inp = (inp[0]+1)/2, (inp[1]+1)/2
self.inp = inp
if not self.paused:
self._step_timers()
self._step_entities()
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observation = self.observable.get_observation()
reward, self.new_reward, self.new_abs_reward = self.new_reward / \
self.fps + self.new_abs_reward, 0, 0
self.score += reward # aux_reward does not count towards the score
if self.agent.pos[0] < 0.001 or self.agent.pos[0] > 0.999 \
or self.agent.pos[1] < 0.001 or self.agent.pos[1] > 0.999:
reward -= self.void_damage/self.fps
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if self.aux_reward_max:
reward += self._get_aux_reward()
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done = self.die_on_zero and self.score <= 0 or self.return_on_score != - \
1 and self.score > self.return_on_score
info = {'score': self.score, 'reward': reward}
self._rendered = False
return observation, reward*self.reward_mult, done, info
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def check_collisions_for(self, entity):
for other in self.entities:
if other != entity:
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depth = self._check_collision_between(entity, other)
if depth > 0:
entity.on_collision(other, depth)
other.on_collision(entity, depth)
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def _check_collision_between(self, e1, e2):
shapes = [e1.shape, e2.shape]
shapes.sort()
if shapes == ['circle', 'circle']:
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dist = math.sqrt(((e1.pos[0]-e2.pos[0])*self.width) ** 2
+ ((e1.pos[1]-e2.pos[1])*self.height)**2)
return max(0, e1.radius + e2.radius - dist)
else:
raise Exception(
'Checking for collision between unsupported shapes: '+str(shapes))
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def kill_entity(self, target):
newEntities = []
for entity in self.entities:
if target != entity:
newEntities.append(entity)
else:
del target
break
self.entities = newEntities
def setup(self):
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self.agent.pos = self.start_pos
# Expand this function
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def reset(self):
pygame.init()
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self._seed(self.env_seed)
self._rendered = False
self._disturb_next = False
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self.inp = (0.5, 0.5)
# will get rescaled acording to fps (=reward per second)
self.new_reward = 0
self.new_abs_reward = 0 # will not get rescaled. should be used for one-time rewards
self.score = 0
self.entities = []
self.timers = []
self.agent = entities.Agent(self)
self.setup()
self.entities.append(self.agent) # add it last, will be drawn on top
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self.observable._entities = None
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return self.observable.get_observation()
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def _draw_entities(self):
for entity in self.entities:
entity.draw()
def _draw_observable(self, forceDraw=False):
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if (self.draw_observable or forceDraw) and self.visible:
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self.observable.draw()
def _draw_joystick(self, forceDraw=False):
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if (self.draw_joystick or forceDraw) and self.visible:
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x, y = self.inp
bigcol = (100, 100, 100)
smolcol = (100, 100, 100)
if self._disturb_next:
smolcol = (255, 255, 255)
pygame.draw.circle(self.screen, bigcol, (50 +
self.joystick_offset[0], 50+self.joystick_offset[1]), 50, width=1)
pygame.draw.circle(self.screen, smolcol, (20+int(60*x) +
self.joystick_offset[0], 20+int(60*y)+self.joystick_offset[1]), 20, width=0)
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def _draw_confidence_ellipse(self, chol, seconds=1):
# def draw_ellipse_angle(surface, color, rect, angle, width=0):
col = (255, 255, 255)
f = seconds/self.speed_fac
if len(chol.shape) == 3:
chol = chol[0]
cov = chol.T @ chol
L, V = th.linalg.eig(cov)
L, V = L.real, V.real
w, h = int(abs(L[0].item()*f))+1, int(abs(L[1].item()*f))+1
# TODO: Is this correct? We try to solve for teh angle from this:
# R = [[cos, -sin],[sin, cos]]
# Via only the -sin term.
#ang1 = int(math.acos(V[0, 0])/math.pi*360)
ang2 = int(math.asin(-V[0, 1])/math.pi*360)
#ang3 = int(math.asin(V[1, 0])/math.pi*360)
ang = ang2
# print(cov)
#print(w, h, (ang1, ang2, ang3))
x, y = self.agent.pos
x, y = x*self.width, y*self.height
rect = pygame.Rect((x-w/2, y-h/2, w, h))
shape_surface = pygame.Surface(rect.size, pygame.SRCALPHA)
pygame.draw.ellipse(shape_surface, col,
(0, 0, *rect.size), 1)
rotated_surf = pygame.transform.rotate(shape_surface, ang)
self.screen.blit(rotated_surf, rotated_surf.get_rect(
center=rect.center))
def _handle_user_input(self):
for event in pygame.event.get():
pass
keys = pygame.key.get_pressed()
if self.keypress_timeout == 0:
self.keypress_timeout = int(self.fps/5)
if keys[pygame.K_m]:
self.draw_entities = not self.draw_entities
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elif keys[pygame.K_r]:
self.reset()
elif keys[pygame.K_p]:
self.paused = not self.paused
else:
self.keypress_timeout = 0
else:
self.keypress_timeout -= 1
# keys, that can be hold down to continously trigger them
if keys[pygame.K_q]:
self._disturb_next = (
random_dont_use.random(), random_dont_use.random())
elif keys[pygame.K_w]:
self._disturb_next = (0.5, 0.0)
elif keys[pygame.K_a]:
self._disturb_next = (0.0, 0.5)
elif keys[pygame.K_s]:
self._disturb_next = (0.5, 1.0)
elif keys[pygame.K_d]:
self._disturb_next = (1.0, 0.5)
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def render(self, mode='human', dont_show=False, chol=None):
self._handle_user_input()
self.visible = self.visible or not dont_show
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self._ensure_surface()
pygame.draw.rect(self.surface, (0, 0, 0),
pygame.Rect(0, 0, self.width, self.height))
if self.draw_entities:
self._draw_entities()
else:
self.agent.draw()
self._rendered = True
if dont_show:
return
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self.screen.blit(self.surface, (0, 0))
self._draw_observable()
self._draw_joystick()
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if chol != None:
self._draw_confidence_ellipse(chol)
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if self.visible:
pygame.display.update()
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def close(self):
pygame.display.quit()
pygame.quit()
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class ColumbusTest3_1(ColumbusEnv):
def __init__(self, observable=observables.CnnObservable(out_width=48, out_height=48), fps=30):
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super(ColumbusTest3_1, self).__init__(
observable=observable, fps=fps, env_seed=3.1)
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self.start_pos = [0.6, 0.3]
self.score = 0
self.aux_reward_max = 1
def setup(self):
self.agent.pos = self.start_pos
for i in range(18):
enemy = entities.CircleBarrier(self)
enemy.radius = self.random()*40+50
self.entities.append(enemy)
for i in range(3):
enemy = entities.FlyingChaser(self)
enemy.chase_acc = self.random()*0.4*0.3 # *0.6+0.5
self.entities.append(enemy)
for i in range(0):
reward = entities.TimeoutReward(self)
self.entities.append(reward)
for i in range(1):
reward = entities.TeleportingReward(self)
self.entities.append(reward)
class ColumbusTestRay(ColumbusTest3_1):
def __init__(self, observable=observables.RayObservable(), hide_map=False, fps=30):
super(ColumbusTestRay, self).__init__(
observable=observable, fps=fps)
self.draw_entities = not hide_map
class ColumbusRayDrone(ColumbusTestRay):
def __init__(self, observable=observables.RayObservable(), hide_map=False, fps=30):
super(ColumbusRayDrone, self).__init__(
observable=observable, hide_map=hide_map, fps=fps)
self.controll_type = 'ACC'
self.agent_drag = 0.02
class ColumbusCandyland(ColumbusEnv):
def __init__(self, observable=observables.RayObservable(chans=[entities.Reward, entities.Void], num_rays=16, include_rand=True), hide_map=False, fps=30, env_seed=None):
super(ColumbusCandyland, self).__init__(
observable=observable, fps=fps, env_seed=env_seed)
self.draw_entities = not hide_map
def setup(self):
self.agent.pos = self.start_pos
for i in range(0):
reward = entities.TimeoutReward(self)
reward.radius = 30
self.entities.append(reward)
for i in range(2):
reward = entities.TeleportingReward(self)
reward.radius = 30
self.entities.append(reward)
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class ColumbusCandyland_Aux10(ColumbusCandyland):
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def __init__(self, fps=30):
super(ColumbusCandyland_Aux10, self).__init__(fps=fps)
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self.aux_reward_max = 10
class ColumbusEasyObstacles(ColumbusEnv):
def __init__(self, observable=observables.RayObservable(num_rays=16), hide_map=False, fps=30, env_seed=None):
super(ColumbusEasyObstacles, self).__init__(
observable=observable, fps=fps, env_seed=env_seed)
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self.draw_entities = not hide_map
self.aux_reward_max = 0.1
def setup(self):
self.agent.pos = self.start_pos
for i in range(5):
enemy = entities.CircleBarrier(self)
enemy.radius = 30 + self.random()*70
self.entities.append(enemy)
for i in range(2):
reward = entities.TeleportingReward(self)
reward.radius = 30
self.entities.append(reward)
for i in range(1):
enemy = entities.WalkingChaser(self)
enemy.chase_speed = 0.20
self.entities.append(enemy)
class ColumbusEasierObstacles(ColumbusEnv):
def __init__(self, observable=observables.RayObservable(num_rays=16), hide_map=False, fps=30, env_seed=None):
super(ColumbusEasierObstacles, self).__init__(
observable=observable, fps=fps, env_seed=env_seed)
self.draw_entities = not hide_map
self.aux_reward_max = 0.5
def setup(self):
self.agent.pos = self.start_pos
for i in range(5):
enemy = entities.CircleBarrier(self)
enemy.radius = 30 + self.random()*70
self.entities.append(enemy)
for i in range(3):
reward = entities.TeleportingReward(self)
reward.radius = 30
reward.reward *= 2
self.entities.append(reward)
for i in range(1):
enemy = entities.WalkingChaser(self)
enemy.chase_speed = 0.20
self.entities.append(enemy)
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class ColumbusJustState(ColumbusEnv):
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def __init__(self, observable=observables.StateObservable(), fps=30, num_enemies=0, num_rewards=1, env_seed=None):
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super(ColumbusJustState, self).__init__(
observable=observable, fps=fps)
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self.aux_reward_max = 1
self.num_enemies = num_enemies
self.num_rewards = num_rewards
def setup(self):
self.agent.pos = self.start_pos
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for i in range(self.num_enemies):
enemy = entities.FlyingChaser(self)
enemy.chase_acc = self.random()*0.4+0.3 # *0.6+0.5
self.entities.append(enemy)
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for i in range(self.num_rewards):
reward = entities.TeleportingReward(self)
reward.radius = 30
self.entities.append(reward)
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class ColumbusStateWithBarriers(ColumbusEnv):
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def __init__(self, observable=observables.StateObservable(coordsAgent=True, speedAgent=False, coordsRelativeToAgent=False, coordsRewards=True, rewardsWhitelist=None, coordsEnemys=True, enemysWhitelist=None, enemysNoBarriers=True, rewardsTimeouts=False, include_rand=True), fps=30, env_seed=3.141, num_enemys=0, num_barriers=3):
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super(ColumbusStateWithBarriers, self).__init__(
observable=observable, fps=fps, env_seed=env_seed)
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self.aux_reward_max = 1
self.start_pos = (0.5, 0.5)
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self.num_barriers = num_barriers
self.num_enemys = num_enemys
def setup(self):
self.agent.pos = self.start_pos
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for i in range(self.num_barriers):
enemy = entities.CircleBarrier(self)
enemy.radius = self.random()*25+75
self.entities.append(enemy)
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for i in range(self.num_enemys):
enemy = entities.FlyingChaser(self)
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enemy.chase_acc = 0.55 # *0.6+0.5
self.entities.append(enemy)
for i in range(1):
reward = entities.TeleportingReward(self)
reward.radius = 30
self.entities.append(reward)
class ColumbusTrivialRay(ColumbusStateWithBarriers):
def __init__(self, observable=observables.RayObservable(num_rays=8, ray_len=512), hide_map=False, fps=30):
super(ColumbusTrivialRay, self).__init__(
observable=observable, fps=fps, num_chasers=0)
self.draw_entities = not hide_map
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class ColumbusFootball(ColumbusEnv):
def __init__(self, observable=observables.RayObservable(num_rays=16, chans=[entities.Goal, entities.Ball, entities.Barrier]), fps=30, walkingOpponent=0, flyingOpponent=0):
super(ColumbusFootball, self).__init__(
observable=observable, fps=fps, env_seed=None)
self.start_pos = [0.5, 0.5]
self.score = 0
self.walkingOpponents = walkingOpponent
self.flyingOpponents = flyingOpponent
def setup(self):
self.agent.pos = self.start_pos
for i in range(8):
enemy = entities.CircleBarrier(self)
enemy.radius = self.random()*40+50
self.entities.append(enemy)
ball = entities.Ball(self)
self.entities.append(ball)
self.entities.append(entities.TeleportingGoal(self))
for i in range(self.walkingOpponents):
self.entities.append(entities.WalkingFootballPlayer(self, ball))
for i in range(self.flyingOpponents):
self.entities.append(entities.FlyingFootballPlayer(self, ball))
###
register(
id='ColumbusTestCnn-v0',
entry_point=ColumbusTest3_1,
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max_episode_steps=30*60*2,
)
register(
id='ColumbusTestRay-v0',
entry_point=ColumbusTestRay,
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max_episode_steps=30*60*2,
)
register(
id='ColumbusRayDrone-v0',
entry_point=ColumbusRayDrone,
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max_episode_steps=30*60*2,
)
register(
id='ColumbusCandyland-v0',
entry_point=ColumbusCandyland,
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max_episode_steps=30*60*2,
)
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register(
id='ColumbusCandyland_Aux10-v0',
entry_point=ColumbusCandyland_Aux10,
max_episode_steps=30*60*2,
)
register(
id='ColumbusEasyObstacles-v0',
entry_point=ColumbusEasyObstacles,
max_episode_steps=30*60*2,
)
register(
id='ColumbusEasierObstacles-v0',
entry_point=ColumbusEasyObstacles,
max_episode_steps=30*60*2,
)
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register(
id='ColumbusJustState-v0',
entry_point=ColumbusJustState,
max_episode_steps=30*60*2,
)
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register(
id='ColumbusStateWithBarriers-v0',
entry_point=ColumbusStateWithBarriers,
max_episode_steps=30*60*2,
)
register(
id='ColumbusTrivialRay-v0',
entry_point=ColumbusTrivialRay,
max_episode_steps=30*60*2,
)
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register(
id='ColumbusFootball-v0',
entry_point=ColumbusFootball,
max_episode_steps=30*60*2,
)