Implemented RayObserver
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@ -1,6 +1,8 @@
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from gym import spaces
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import numpy as np
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import pygame
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import math
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from columbus import entities
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class Observable():
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@ -16,6 +18,12 @@ class Observable():
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return spaces.Box(low=0, high=255,
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shape=(1,), dtype=np.uint8)
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def get_observation(self):
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return False
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def draw(self):
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pass
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class CnnObservable(Observable):
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def __init__(self, in_width=256, in_height=256, out_width=32, out_height=32, draw_width=128, draw_height=128, smooth_scaling=True):
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@ -36,6 +44,8 @@ class CnnObservable(Observable):
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shape=(self.out_width, self.out_height, 3), dtype=np.uint8)
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def get_observation(self):
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if not self.env._rendered:
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self.env.render(dont_show=True)
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self.env._ensure_surface()
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x, y = self.env.agent.pos[0]*self.env.width - self.in_width / \
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2, self.env.agent.pos[1]*self.env.height - self.in_height/2
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@ -69,3 +79,66 @@ class CnnObservable(Observable):
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def _clip(num, lower, upper):
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return min(max(num, lower), upper)
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class RayObservable(Observable):
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def __init__(self, num_rays=24, chans=[entities.Enemy, entities.Reward], ray_len=256):
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super(RayObservable, self).__init__()
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self.num_rays = num_rays
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self.chans = chans
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self.num_chans = len(chans)
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self.ray_len = ray_len
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self.num_steps = 32 # max = 255
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self.occlusion = True # previous channels block view onto later channels
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def get_observation_space(self):
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return spaces.Box(low=0, high=self.num_steps,
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shape=(self.num_rays, self.num_chans), dtype=np.uint8)
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def _get_ray_heads(self):
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for i in range(self.num_rays):
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rad = 2*math.pi/self.num_rays*i
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yield self.ray_len*math.sin(rad), self.ray_len*math.cos(rad)
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def _check_collision(self, pos, entity_type):
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for entity in self.env.entities:
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if isinstance(entity, entity_type):
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if entity.shape != 'circle':
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raise Exception('Can only raycast circular entities!')
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sq_dist = (pos[0]-entity.pos[0]*self.env.width) ** 2 \
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+ (pos[1]-entity.pos[1]*self.env.height)**2
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if sq_dist < entity.radius**2:
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return True
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return False
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def get_observation(self):
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self.rays = np.zeros((self.num_rays, self.num_chans))
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for r, (hx, hy) in enumerate(self._get_ray_heads()):
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occ_dist = self.num_steps
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for c, entity_type in enumerate(self.chans):
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for s in range(self.num_steps):
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if s > occ_dist:
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break
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sx, sy = s*hx/self.num_steps, s*hy/self.num_steps
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rx, ry = sx + \
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self.env.agent.pos[0]*self.env.width, sy + \
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self.env.agent.pos[1]*self.env.height
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if self._check_collision((rx, ry), entity_type):
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self.rays[r, c] = self.num_steps-s
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if self.occlusion:
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occ_dist = s
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break
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return self.rays
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def draw(self):
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for c, entity_type in enumerate(self.chans):
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for r, (hx, hy) in enumerate(self._get_ray_heads()):
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s = self.num_steps - self.rays[r, c]
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sx, sy = s*hx/self.num_steps, s*hy/self.num_steps
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rx, ry = sx + \
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self.env.agent.pos[0]*self.env.width, sy + \
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self.env.agent.pos[1]*self.env.height
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# TODO: How stupid do I want to code?
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col = entity_type(self.env).col
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col = int(col[0]/2), int(col[1]/2), int(col[2]/2)
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pygame.draw.circle(self.env.screen, col, (rx, ry), 3, width=0)
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