202 lines
7.0 KiB
Python
202 lines
7.0 KiB
Python
import gym
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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 random as random_dont_use
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import math
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import entities
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import observables
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class ColumbusEnv(gym.Env):
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metadata = {'render.modes': ['human']}
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def __init__(self, observable=observables.Observable(), fps=60, env_seed=3.1):
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super(Base2DExpEnv, self).__init__()
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self.action_space = spaces.Box(
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low=0, high=1, shape=(2,), dtype=np.float32)
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observable._set_env(self)
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self.observable = observable
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self.observation_space = self.observable.get_observation_space()
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self.title = 'Untitled'
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self.fps = fps
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self.env_seed = env_seed
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self.joystick_offset = (10, 10)
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self.surface = None
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self.screen = None
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self.width = 720
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self.height = 720
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self.speed_fac = 0.01/fps*60
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self.acc_fac = 0.03/fps*60
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self.agent_drag = 0 # 0.01 is a good value
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self.controll_type = 'SPEED' # one of SPEED, ACC
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self.limit_inp_to_unit_circle = True
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self.aux_reward_max = 0 # 0 = off
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self.aux_reward_discretize = 0 # 0 = dont discretize
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self.draw_observable = True
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self.draw_joystick = True
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self.rng = random_dont_use.Random()
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self.reset()
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def _seed(self, seed):
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self.rng.seed(seed)
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def random(self):
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return self.rng.random()
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def _ensure_surface(self):
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if not self.surface:
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self.surface = pygame.Surface((self.width, self.height))
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self.screen = pygame.display.set_mode((self.width, self.height))
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pygame.display.set_caption(self.title)
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def _limit_to_unit_circle(self, coords):
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l_sq = coords[0]**2 + coords[1]**2
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if l_sq > 1:
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l = math.sqrt(l_sq)
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coords = coords[0] / l, coords[1] / l
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return coords
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def _step_entities(self):
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for entity in self.entities:
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entity.step()
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def _step_timers(self):
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new_timers = []
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for time_left, func, arg in self.timers:
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time_left -= 1/self.fps
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if time_left < 0:
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func(arg)
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else:
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new_timers.append((time_left, func, arg))
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self.timers = new_timers
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def sq_dist(self, entity1, entity2):
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return (entity1.pos[0] - entity2.pos[0])**2 + (entity1.pos[1] - entity2.pos[1])**2
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def dist(self, entity1, entity2):
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return math.sqrt(self._sq_dist(entity1, entity2))
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def _get_aux_reward(self):
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aux_reward = 0
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for entity in self.entities:
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if isinstance(entity, entities.Reward):
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if entity.avaible:
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reward = self.aux_reward_max / \
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(1 + self.sq_dist(entity, self.agent))
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if self.aux_reward_discretize:
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reward = int(reward*self.aux_reward_discretize*2) / \
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self.aux_reward_discretize / 2
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aux_reward += reward
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return aux_reward
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def step(self, action):
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inp = action[0], action[1]
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if self.limit_inp_to_unit_circle:
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inp = self._limit_to_unit_circle(((inp[0]-0.5)*2, (inp[1]-0.5)*2))
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inp = (inp[0]+1)/2, (inp[1]+1)/2
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self.inp = inp
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self._step_timers()
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self._step_entities()
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observation = self.observable.get_observation()
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reward, self.new_reward, self.new_abs_reward = self.new_reward / \
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self.fps + self.new_abs_reward, 0, 0
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self.score += reward # aux_reward does not count towards the score
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if self.aux_reward_max:
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reward += self._get_aux_reward()
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return observation, reward, 0, self.score
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return observation, reward, done, info
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def check_collisions_for(self, entity):
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for other in self.entities:
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if other != entity:
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if self._check_collision_between(entity, other):
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entity.on_collision(other)
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other.on_collision(entity)
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def _check_collision_between(self, e1, e2):
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shapes = [e1.shape, e2.shape]
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shapes.sort()
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if shapes == ['circle', 'circle']:
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sq_dist = ((e1.pos[0]-e2[0])*self.width) ** 2 \
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+ ((e1.pos[1]-e2.pos[1])*self.height)**2
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return sq_dist < (e1.radius + e2.radius)**2
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else:
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raise Exception(
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'Checking for collision between unsupported shapes: '+str(shapes))
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def kill_entity(self, target):
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newEntities = []
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for entity in self.entities:
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if target != entity:
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newEntities.append(entity)
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else:
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del target
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break
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self.entities = newEntities
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def setup(self):
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for i in range(16):
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enemy = entities.CircleBarrier(self)
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enemy.radius = self.random()*40+50
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self.entities.append(enemy)
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for i in range(3):
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enemy = entities.FlyingChaser(self)
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enemy.chase_acc = self.random()*0.4*0.3 # *0.6+0.5
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self.entities.append(enemy)
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for i in range(0):
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reward = entities.TimeoutReward(self)
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self.entities.append(reward)
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for i in range(1):
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reward = entities.TeleportingReward(self)
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self.entities.append(reward)
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def reset(self):
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pygame.init()
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self.inp = (0.5, 0.5)
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# will get rescaled acording to fps (=reward per second)
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self.new_reward = 0
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self.new_abs_reward = 0 # will not get rescaled. should be used for one-time rewards
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self.score = 0
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self.entities = []
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self.timers = []
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self.agent = entities.Agent(self)
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self.setup()
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self.entities.append(self.agent) # add it last, will be drawn on top
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self._seed(self.env_seed)
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return 0
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return observation # reward, done, info can't be included
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def _draw_entities(self):
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for entity in self.entities:
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entity.draw()
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def _draw_observable(self, forceDraw=False):
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if self.draw_observable or forceDraw:
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self.observable.draw()
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def _draw_joystick(self, forceDraw=False):
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if self.draw_joystick:
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x, y = self.inp
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pygame.draw.circle(self.screen, (100, 100, 100), (50 +
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self.joystick_offset[0], 50+self.joystick_offset[1]), 50, width=1)
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pygame.draw.circle(self.screen, (100, 100, 100), (20+int(60*x) +
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self.joystick_offset[0], 20+int(60*y)+self.joystick_offset[1]), 20, width=0)
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def render(self, mode='human'):
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self._ensure_surface()
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pygame.draw.rect(self.surface, (0, 0, 0),
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pygame.Rect(0, 0, self.width, self.height))
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self._draw_entities()
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self.screen.blit(self.surface, (0, 0))
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self._draw_observable()
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self._draw_joystick()
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pygame.display.update()
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def close(self):
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pygame.display.quit()
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pygame.quit()
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