Beispiel #1
0
def fight(ann, best, dump=False):
    board = game.getEmptyBoard()
    current = 'O'
    action = random.randint(0, game.BOARD_SIZE * game.BOARD_SIZE - 1)
    board, won = game.move(board, action, current)
    if dump:
        print(game.render(board))
    current = 'O' if current == 'X' else 'X'
    while True:
        entry = state_lists_to_batch([board], current)
        probs = best(entry)[0] if current == 'O' else ann(entry)[0]
        while True:
            action = np.argmax(probs)
            if action not in game.possible_moves(board):
                probs[action] = -np.inf
            else:
                break
        board, won = game.move(board, action, current)
        if dump:
            print(game.render(board))
        if len(game.possible_moves(board)) == 0:
            return None
        if won:
            break
        current = 'O' if current == 'X' else 'X'
    return best if current == 'O' else ann
Beispiel #2
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def user_play(game):
    key = KEY_RIGHT  # init key
    prevKey = key
    while True:
        key_arr = read_stdin()
        if len(key_arr) == 0:
            key = prevKey
        elif len(key_arr) == 3:
            if key_arr[2] == 'A':
                key = KEY_UP
            if key_arr[2] == 'B':
                key = KEY_DOWN
            if key_arr[2] == 'C':
                key = KEY_RIGHT
            if key_arr[2] == 'D':
                key = KEY_LEFT
        prevKey = key
        game.move_snake(key)
        game.update()
        game.render()
        print "render_dxy_state"
        print "----------------"
        game.render_dxy_state()
        print "----------------"

        if game.done:
            break

        time.sleep(0.25)
Beispiel #3
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def main():

    while True:
        game.handle_inputs()

        game.update()

        game.render()
	def displayInventory(self):
		li = self.niceInv()
		choice = reqs.selectionScreen(li, 'Inventory:', ORANGE, '[Enter] to select | [R] to dump | [Q] to exit', ORANGE, True)
		if choice[0] != None and choice[1] != None:
			if self.inv[choice[0]].type == 'food':
				self.eatObj(self.inv[choice[0]])
			elif self.inv[choice[0]].type == 'weapon' and self.mode == 0:
				self.weaponChoice = choice[0]
				#self.atkObj(self.inv[choice[0]])
		game.render()
 def displayInventory(self):
     li = self.niceInv()
     choice = reqs.selectionScreen(
         li, 'Inventory:', ORANGE,
         '[Enter] to select | [R] to dump | [Q] to exit', ORANGE, True)
     if choice[0] != None and choice[1] != None:
         if self.inv[choice[0]].type == 'food':
             self.eatObj(self.inv[choice[0]])
         elif self.inv[choice[0]].type == 'weapon' and self.mode == 0:
             self.weaponChoice = choice[0]
             #self.atkObj(self.inv[choice[0]])
     game.render()
Beispiel #6
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model.add(Activation('relu'))
model.add(Dense(256))
model.add(Activation('relu'))
model.add(Dense(size))
# model.add(Activation('linear'))
# print(model.summary())

# Finally, we configure and compile our agent. You can use every
# built-in Keras optimizer and even the metrics!
# model.compile(SGD(lr=1e-3), metrics=['mae'])
model.compile(optimizer='adam', loss='mae', metrics=['accuracy'])
model.fit(x_train, y_train, epochs=100, batch_size=32,
        validation_data=(x_val, y_val))

for i in range(10):
    print("Before:")
    game.render(x_val[i][:-1].reshape(shape))
    print("After:")
    game.render(y_val[i].reshape(shape))
    print("Prediction:")
    game.render(np.round(
        model.predict(x_val[i].reshape(1, 17))).reshape(shape))

# Okay, now it's time to learn something! We visualize the training
# here for show, but this slows down training quite a lot. You can
# always safely abort the training prematurely using Ctrl + C.
# model.fit(env, nb_steps=50000, verbose=2)

# test:
# dqn.test(env, nb_episodes=5, visualize=True)
Beispiel #7
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 def render(self, mode='human', close=False):
     # Render the environment to the screen
     game.render(self.arr)
     raw_input("Enter to continue.")
     os.system('clear')
Beispiel #8
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    playerOne.load("./save/cfOne2000.h5")
    playerTwo.load("./save/cfTwo2000.h5")
    done = 0
    batch_size = 42

    for e in range(EPISODES):
        cf.reset()
        state = cf.board
        state = np.reshape(state, [1, state_size])
        time = 0  # time is used just to count frames as a measurement of how long the ai lasted
        while True:
            sleep(5)
            time += 1
            actionOne = playerOne.act(state)
            moveOne = cf.dropTile(actionOne, 1)
            cf.render()
            print("/////////////////")
            currentBoard = np.reshape(cf.board, [1, state_size])
            actionTwo = playerTwo.act(currentBoard)
            moveTwo = cf.dropTile(actionTwo, -1)
            cf.render()
            print("/////////////////")
            nextStateOne = cf.board
            backupBoard = cf.board
            currentBoard = np.reshape(cf.board, [1, state_size])
            cf.dropTile(playerOne.act(currentBoard), 1)
            nextStateTwo = cf.board
            cf.board = backupBoard

            rewardOne = time
            rewardTwo = time
Beispiel #9
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    stats = stats.Stats()

    score_sum = 0.0
    time_sum = 0.0
    score_cnt = 0.0
    steps_wo_r = 0
    quality_max = 0.0

    for e in range(EPISODES):
        game.reset()
        state = game.get_state()
        for t in range(MAX_STEPS):
            action = agent.act(state)
            key = action2key[game.key][action]
            if int(e / 100) * 100 == e:
                game.render()
                print "key:", key2str[key], "    action:", action2str[
                    action], "   time:", t
                quality = score_sum / (score_cnt + 1)
                msg_str = "episode: {}/{}, epsilon: {:.2}, q: {:0.2f}, mem: {}, mem_done: {}, time: {}"\
                 .format(e, EPISODES, agent.epsilon, quality, len(agent.memory), len(agent.memory_done), time_sum/100.0)
                print msg_str
                #	print "----------------"
                #	game.render_dxy_state()
                #	print "----------------"
                time.sleep(0.05)
            next_state, reward = game.step(key)

            #if reward == 0:
            #	steps_wo_r += 1
            #else:
Beispiel #10
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delta_time = 0
clock = pygame.time.Clock()

t = pygame.Surface((width,height))
t.set_alpha(180)
t.fill((0,0,0))

image = pygame.image.load("img/miljo.png")
image = pygame.transform.scale(image,(width, height))

while(1):
    delta_time = float(clock.tick(400))

    for event in pygame.event.get():
        if(event.type == pygame.QUIT):
            sys.exit()


    game.input(delta_time)

    game.update(delta_time)

    screen.blit(image,(0,0,width,height))


    game.render(screen)

    screen.blit(t, (0,0))

    pygame.display.flip()
Beispiel #11
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assert_equal(len(map.keys()), 26)
assert_equal(isinstance(map, dict), True)
assert_equal(len(map['Path A'].keys()), 4)
assert_equal('about' in map['Path A'], True)
assert_equal('stuff' in map['Path A'], True)
assert_equal('enemy' in map['Path A'], True)
assert_equal('neighbors' in map['Path A'], True)
assert_equal(isinstance(map['Path A'], dict), True)
assert_equal(isinstance(map['Path A']['about'], str), True)
assert_equal(isinstance(map['Path A']['stuff'], list), True)
assert_equal(isinstance(map['Path A']['enemy'], bool), True)
assert_equal(isinstance(map['Path A']['neighbors'], list), True)

#render(x)
test_world = create_world()
assert_equal(render(test_world), '\nThere is a fork in the road\nTo the right is the path,\nto the left are the woods,\nand next to you is a path to a broken down house.\nYour health is 5/5\n********************************************************************************************************************\n\n')
assert_equal(render(test_world), render_location(test_world) + render_player(test_world))

#render_location(x)
test_world = create_world()
location = test_world['player']['location']
assert_equal(render_location(test_world), test_world['map'][location]['about'])

#render_enemy(x)
test_world = create_world()
test_world['player']['location'] = 'Bear'
assert_equal(render_enemy(test_world), bear(test_world))
test_world['player']['location'] = 'Tunnel'
assert_equal(render_enemy(test_world), tunnel(test_world))
test_world['player']['location'] = 'Path E'
assert_equal(render_enemy(test_world), path_e(test_world))
Beispiel #12
0
pygame.display.set_icon(screen_icon)

clock = pygame.time.Clock()

player1 = User(PieceColor.WHITE)
player2 = SmartBot(PieceColor.BLACK)
game = game.Game([player1, player2], BOX_WIDTH)

while True:
    click = None
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()
        if event.type == pygame.MOUSEBUTTONDOWN:
            row = math.floor(event.pos[1] / BOX_WIDTH)
            column = math.floor(event.pos[0] / BOX_WIDTH)
            click = board.get_box(row, column)

    text_click = text_select.get_text_select()
    if text_click:
        click = text_click
        text_select.set_text_select(None)

    game.handle_turn(game.pieces, click)
    game.render(display_surface, BOX_WIDTH, colors.BLACK, colors.WHITE, font)

    pygame.display.update()

    clock.tick(FPS)