Beispiel #1
0
 def render(self, mode='human', mouse_entered=None, mouse_exit=None, mouse_pressed=None):
     if mode == 'state':
         self.print_state()
         return
     if mode == 'human':
         n = None
         ml = None
         f = open(self.game_file, 'a')
         if self.move_file is not None:
             n = open(self.move_file, 'a')
         if self.move_list is not None:
             ml = open(self.move_list, 'a')
         if self.player == 1:
             if self.move_count == 1:
                 f.write("\n\n")
             f.write(str(self.move_count) + "." + self.move_string + " ")
             if n:
                 n.write(str(self.move_count) + "." + str(self.m) + "\n")
         else:
             if self.move_count % 10 == 0:
                 f.write(self.move_string + "\n")
             else:
                 f.write(self.move_string + "  ")
             if n:
                 n.write("..." + str(self.m) + "\n")
         if ml:
             if self.player == 1 and self.move_count == 1:
                 ml.write("\n\n")
             ml.write(str(self.n) + ",")
             if self.move_count % 10 == 0 and self.player == -1:
                 ml.write("\n         ")
             else:
                 ml.write(" ")
         f.close()
         if n:
             n.close()
         return
     if mode == 'board':
         if self.viewer is None and not self.should_close:
             from gym.envs.classic_control.rendering import Viewer
             self.viewer = Viewer(self.a, self.b)
             if mouse_entered:
                 self.unwrapped.viewer.window.on_mouse_enter = mouse_entered
             if mouse_exit:
                 self.unwrapped.viewer.window.on_mouse_leave = mouse_exit
             if mouse_pressed:
                 self.unwrapped.viewer.window.on_mouse_press = mouse_pressed
             self.unwrapped.viewer.window.on_close = self.close_window
             self.viewer.add_geom(self.game_board)
         if self.should_close:
             self.viewer.window.close()
             self.viewer = None
             return False
         return self.viewer.render(False)
     if mode == 'pieces':
         pieces = []
         for i in range(64):
             pieces.append(self.game_board.pieces[i])
         return pieces
Beispiel #2
0
    def render(self, mode='human'):
        if self.viewer is None:
            self.viewer = Viewer(VIEWPORT_W, VIEWPORT_H)
        # self.viewer.set_bounds(0, self.VIEWPORT_W, 0, self.VIEWPORT_H)

        self.viewer.draw_polygon([
            (0, 0),
            (VIEWPORT_W, 0),
            (VIEWPORT_W, VIEWPORT_H),
            (0, VIEWPORT_H),
        ], color=(0.0, 0.0, 0.0))

        # Terrain
        for r in range(18):
            for c in range(18):
                self.tiles.draw(self.viewer, self.map[r, c], c, r, light=self.light)

        # Stones
        for s in self.stones:
            s.draw()

        # Food
        for f in self.foods:
            f.draw()

        # Plants
        order_queues = [[] for i in range(18)]
        for p in self.plants:
            order_queues[p.y].append(p)
        for y in range(17, 0, -1):
            for p in order_queues[y]:
                p.draw()

        # Creatures
        self.agent.draw()

        # Shade
        for r, c, num in self.dark_areas:
            for _ in range(num):
                self.tiles.draw(self.viewer, SHADE, c, r)
                self.tiles.draw(self.viewer, SHADE, 17 - c, r)

        # Highlight

        return self.viewer.render(return_rgb_array=mode == 'rgb_array')
Beispiel #3
0
 def render(self, mode='board',  mouse_entered=None, mouse_exit=None, mouse_pressed=None):
     if mode=='human':
         if self.played:
             self.played.render(mode)
         return True
     elif mode=='state':
         if self.played:
             self.played.render(mode)
         return True
     elif mode=='board':
         if self.should_close:
             return False
         if not self.viewer:
             self.viewer = Viewer(self.a + self.a//8 + 32, self.b)
             if mouse_entered:
                 self.unwrapped.viewer.window.on_mouse_enter = mouse_entered
             else:
                 self.unwrapped.viewer.window.on_mouse_enter = self.mouse_enter
             if mouse_exit:
                 self.unwrapped.viewer.window.on_mouse_leave = mouse_exit
             else:
                 self.unwrapped.viewer.window.on_mouse_leave = self.mouse_exit
             if mouse_pressed:
                 self.unwrapped.viewer.window.on_mouse_press = mouse_pressed
             else:
                 self.unwrapped.viewer.window.on_mouse_press = self.mouse
             self.unwrapped.viewer.window.on_close = self.close_window
             self.viewer.add_geom(self.board)
         try:
             self.viewer.render(False)
         except AttributeError as e:
             print(e)
         return True
     elif mode=='pieces':
         pieces = []
         for i in range(64):
             pieces.append(self.board.pieces[i])
         return pieces
Beispiel #4
0
class ChessGameTwoPlayers(gym.Env):
    metadata = {'render.modes': ['human', 'state', 'board']}

    def __init__(self, board_w=512, board_h=512, bot_white=True, bot_black=True):
        self.state = ['.'] * 64
        self.board = Board(width=board_w, height=board_h)
        self.a = board_w
        self.b = board_h
        self.observation_space = spaces.Box(-6, 6, (64,), dtype=int)
        self.action_space = spaces.Discrete(n=100)
        if bot_white:
            self.player1 = ChessEnv(player=1, state=self.state, board=self.board,
                                board_width=board_w, board_height=board_h)
        else:
            self.player1 = PlayerEnv(player=1, state=self.state, board=self.board)

        if bot_black:
            self.player2 = ChessEnv(player=-1, state=self.state, board=self.board,
                                board_width=board_w, board_height=board_h)
        else:
            self.player2 = PlayerEnv(player=-1, state=self.state, board=self.board)

        self.playing = self.player1
        self.viewer = None
        self.should_close = False
        self.mouse_on = True
        self.pos = None
        self.fr = None
        self.to = None
        self.played = None
        self.promotion = False
        self.promoted = None

    def step(self, action):
        if self.playing.is_bot():
            state, reward, done, info = self.playing.step(action)
            self.played = self.playing
            self.switch_player()
            return state, reward, done, info
        else:
            move = None
            if self.pos is not None or self.promoted is not None:
                move = self.get_move(self.pos)
                self.board.clear_highlight()
                if move:
                    self.board.clear_prom()
                    action = self.move_to_action(move)
                    state, reward, done, info = self.playing.step(action)
                    self.switch_player()
                    self.promoted = None
                    self.promotion = False
                    self.pos = None
                    return state, reward, done, info
                else:
                    self.highlight_moves(int(self.pos))
                self.pos = None
            state = self.playing.state
            reward = 0
            done = self.playing.move_handler.is_over()
            notation = self.playing.move_handler.to_string(move)
            desc = self.playing.move_handler.get_description(move=move)
            info = {'tuple': move, 'notation': notation, 'description': desc}
            return state, reward, done, info

    def reset(self):
        state = [-3, -5, -4, -2, -1, -4, -5, -3,
                 -6, -6, -6, -6, -6, -6, -6, -6,
                 '.', '.', '.', '.', '.', '.', '.', '.',
                 '.', '.', '.', '.', '.', '.', '.', '.',
                 '.', '.', '.', '.', '.', '.', '.', '.',
                 '.', '.', '.', '.', '.', '.', '.', '.',
                 6, 6, 6, 6, 6, 6, 6, 6,
                 3, 5, 4, 2, 1, 4, 5, 3]
        for i in range(64):
            self.state[i] = state[i]
        self.board.reset()
        self.playing = self.player1
        self.playing.compute_moves()

    def render(self, mode='board',  mouse_entered=None, mouse_exit=None, mouse_pressed=None):
        if mode=='human':
            if self.played:
                self.played.render(mode)
            return True
        elif mode=='state':
            if self.played:
                self.played.render(mode)
            return True
        elif mode=='board':
            if self.should_close:
                return False
            if not self.viewer:
                self.viewer = Viewer(self.a + self.a//8 + 32, self.b)
                if mouse_entered:
                    self.unwrapped.viewer.window.on_mouse_enter = mouse_entered
                else:
                    self.unwrapped.viewer.window.on_mouse_enter = self.mouse_enter
                if mouse_exit:
                    self.unwrapped.viewer.window.on_mouse_leave = mouse_exit
                else:
                    self.unwrapped.viewer.window.on_mouse_leave = self.mouse_exit
                if mouse_pressed:
                    self.unwrapped.viewer.window.on_mouse_press = mouse_pressed
                else:
                    self.unwrapped.viewer.window.on_mouse_press = self.mouse
                self.unwrapped.viewer.window.on_close = self.close_window
                self.viewer.add_geom(self.board)
            try:
                self.viewer.render(False)
            except AttributeError as e:
                print(e)
            return True
        elif mode=='pieces':
            pieces = []
            for i in range(64):
                pieces.append(self.board.pieces[i])
            return pieces

    def switch_player(self):
        if self.playing == self.player1:
            self.playing = self.player2
        else:
            self.playing = self.player1
        self.playing.compute_moves()

    def set_game_file(self, file, move_file=None, move_list=None):
        self.player1.set_game_file(file, move_file, move_list)
        self.player2.set_game_file(file, move_file, move_list)

    def print_state(self):
        self.playing.print_state()

    def close_window(self):
        if self.prom_view:
            self.prom_view.close()
            self.prom_view = None

        if self.viewer:
            self.viewer.close()
            self.viewer = None
            self.should_close = True

    def mouse(self, x, y, button, modifiers):
        if self.playing.is_bot():
            self.pos = None
            return
        if button == pyglet.window.mouse.LEFT:
            self.pos = self.mouse_to_pos(x, y)
            self.promoted = self.get_promoted(x, y)

    def get_promoted(self, x, y):
        if x < self.a + 32:
            return None
        if y < self.b // 8:
            return -2
        elif y < 2 * self.b // 8:
            return -3
        elif y < 3 * self.b // 8:
            return -4
        elif y < 4 * self.b // 8:
            return -5
        elif y < 5 * self.b // 8:
            return 5
        elif y < 6 * self.b // 8:
            return 4
        elif y < 7 * self.b // 8:
            return 3
        elif y < self.b:
            return 2
        else:
            return None

    def mouse_enter(self, x, y):
        self.mouse_on = True

    def mouse_exit(self, x, y):
        self.mouse_on = False

    def mouse_to_pos(self, x, y):
        if x is None or y is None:
            return None
        if self.promotion:
            return None
        r = 7 - (y // (self.b/8))
        c = x // (self.a/8)
        if 0 <= r <= 7 and 0 <= c <= 7:
            return 8 * r + c
        else:
            None

    def close(self):
        if self.viewer:
            self.viewer.close()
            self.viewer = None

    def highlight_moves(self, pos):
        if self.state[pos] not in self.playing.move_handler.teammate:
            return
        row = pos // 8
        col = pos % 8

        if row % 2 == col % 2:
            selected = Sprite('Textures/Selected_Light.png', self.a/8, self.b/8)
        else:
            selected = Sprite('Textures/Selected_Dark.png', self.a/8, self.b/8)

        self.board.set_highlight(pos, selected)

        for m in self.playing.move_handler.available_moves:
            if m[0] == pos:
                moves = Sprite('Textures/moves.png', self.a / 8, self.b / 8)
                self.board.set_highlight(m[1], moves)

    def get_move(self, pos):
        if pos is not None:
            pos = int(pos)
        if not self.promotion:
            if self.state[pos] in self.playing.move_handler.teammate:
                self.fr = pos
            if not self.fr:
                return None
            else:
                for move in self.playing.move_handler.available_moves:
                    if move[0] == self.fr and move[1] == pos:
                        self.to = pos
                        if move[2]:
                            self.promotion = True
                            self.board.create_prom_menu(self.playing.p)
                            return None
                        else:
                            return move
        else:
            if self.promoted:
                return (self.fr, self.to, self.promoted)
            else:
                return None

    def move_to_action(self, move):
        for i in range(len(self.playing.move_handler.available_moves)):
            if self.playing.move_handler.available_moves[i] == move:
                return i

    def close_prom(self):
        print("closing...")

    def __del__(self):
        self.close()
Beispiel #5
0
class PlayerEnv(gym.Env):
    metadata = {'render.modes': ['human', 'state', 'board']}

    def __init__(self, player, board=None, state=None):
        self.board = board
        if not board:
            self.board = Board(512, 512)
        self.p = player
        self.state = state
        if not state:
            self.state = ['.'] * 64
        self.observation_space = spaces.Box(-6, 6, (64,), dtype=int)
        self.action_space = spaces.Discrete(n=64)
        self.player = Player(player=self.p, state=self.state)
        self.move_handler = self.player.move_handler
        self.viewer = None
        self.fr = None
        self.to = None
        self.game_file = None
        self.move_file = None
        self.move_list = None
        self.move_string = None

    def step(self, action):
        move = self.move_handler.available_moves[action]
        self.move_string = self.move_handler.to_string(move)
        state, _ = self.move_handler.move(move=move, action=action, simulate=False)
        self.board.update(move, True)
        done = self.move_handler.is_over()
        desc = self.move_handler.get_description(string=self.move_string)
        return state, 0, done, {'tuple': move, 'notation': self.move_string, 'description': desc}

    def reset(self):
        self.player.move_handler.reset()

    def render(self, mode='human'):
        def render(self, mode='human', mouse_entered=None, mouse_exit=None, mouse_pressed=None):
            if mode == 'state':
                self.print_state()
                return
            if mode == 'human':
                n = None
                ml = None
                f = open(self.game_file, 'a')
                if self.move_file is not None:
                    n = open(self.move_file, 'a')
                if self.move_list is not None:
                    ml = open(self.move_list, 'a')
                if self.player == 1:
                    if self.move_count == 1:
                        f.write("\n\n")
                    f.write(str(self.move_count) + "." + self.move_string + " ")
                    if n:
                        n.write(str(self.move_count) + "." + str(self.m) + "\n")
                else:
                    if self.move_count % 10 == 0:
                        f.write(self.move_string + "\n")
                    else:
                        f.write(self.move_string + "  ")
                    if n:
                        n.write("..." + str(self.m) + "\n")
                if ml:
                    if self.player == 1 and self.move_count == 1:
                        ml.write("\n\n")
                    ml.write(str(self.n) + ",")
                    if self.move_count % 10 == 0 and self.player == -1:
                        ml.write("\n         ")
                    else:
                        ml.write(" ")
                f.close()
                if n:
                    n.close()
                return
            if mode == 'board':
                if self.viewer is None and not self.should_close:
                    from gym.envs.classic_control.rendering import Viewer
                    self.viewer = Viewer(self.a, self.b)
                    if mouse_entered:
                        self.unwrapped.viewer.window.on_mouse_enter = mouse_entered
                    if mouse_exit:
                        self.unwrapped.viewer.window.on_mouse_leave = mouse_exit
                    if mouse_pressed:
                        self.unwrapped.viewer.window.on_mouse_press = mouse_pressed
                    self.unwrapped.viewer.window.on_close = self.close_window
                    self.viewer.add_geom(self.game_board)
                if self.should_close:
                    self.viewer.window.close()
                    self.viewer = None
                    return False
                return self.viewer.render(False)
            if mode == 'pieces':
                pieces = []
                for i in range(64):
                    pieces.append(self.game_board.pieces[i])
                return pieces

    def set_game_file(self, file, move_file=None, move_list=None):
        self.game_file = file
        self.move_file = move_file
        self.move_list = move_list

    def is_bot(self):
        return False

    def compute_moves(self):
        self.move_handler.compute_moves()

    def close(self):
        if self.viewer:
            self.viewer.close()
            self.viewer = None

    def __del__(self):
        self.close()
Beispiel #6
0
class ChessEnv(gym.Env):
    metadata = {'render.modes': ['human', 'state', 'board', 'pieces']}
    piece_values = [0, 1, 9, 5, 3, 3, 1, 1, 3, 3, 5, 9, 0]
    piece_notations = ['', 'K', 'Q', 'R', 'B', 'N', '', '', 'N', 'B', 'R', 'Q', 'K']

    # 6 = Pawn
    # 5 = Knight
    # 4 = Bishop
    # 3 = Rook
    # 2 = Queen
    # 1 = King
    # . = Empty Space
    # x = en passant
    # Positive means White
    # Negative means Black

    def __init__(self, player=1, state=None, board=None, board_width=512, board_height=512):
        self.player = player
        self.state = state
        self.done = False
        self.move_string = None
        self.game_file = None
        self.move_file = None
        self.move_list = None
        self.observation_space = spaces.Box(-6, 6, (64, ), dtype=int)
        self.action_space = spaces.Discrete(n=100)
        self.move_count = 0
        self.nn = None
        self.m = None
        self.n = -1
        self.move_handler = MoveHandler(p=self.player, state=self.state)
        self.move = None
        self.captured_piece = None
        self.en_p = None
        self.viewer = None
        self.game_board = board
        if board is None:
            self.game_board = Board(board_width, board_height, piece_arr)
        self.a = board_width
        self.b = board_height
        self.should_close = False
        self.m_x = 0
        self.m_y = 0
        return

    def step(self, action):
        self.compute_moves()
        move_count = len(self.move_handler.available_moves)
        if move_count == 0:
            return self.state, 0, True, {'tuple': None, 'notation':'', 'description': 'Finished'}
        action = int(str(action))
        action = action % move_count
        # self.move = self.move_handler.available_moves[action]
        self.n = action
        self.move_handler.n = action
        self.move_string = self.action_notation(ind=action)
        self.m = self.move_handler.available_moves[action]
        new_state, self.en_p = self.move_handler.move(self.m, action, simulate=False)
        # self.state = new_state
        reward = self.compute_reward(action)
        done = self.move_handler.is_over()
        self.game_board.update(self.m, True)
        self.move_count = self.move_count + 1
        self.move_handler.available_moves.clear()
        self.move_handler.opponent_moves.clear()
        return new_state, reward, done, {'tuple': self.m, 'notation': self.move_string, 'description': self.get_description()}

    def reset(self):
        state = [-3,    -5,     -4,     -2,     -1,     -4,     -5,     -3,
                 -6,    -6,     -6,     -6,     -6,     -6,     -6,     -6,
                 '.',   '.',    '.',    '.',    '.',    '.',    '.',    '.',
                 '.',   '.',    '.',    '.',    '.',    '.',    '.',    '.',
                 '.',   '.',    '.',    '.',    '.',    '.',    '.',    '.',
                 '.',   '.',    '.',    '.',    '.',    '.',    '.',    '.',
                 6,     6,      6,      6,      6,      6,      6,      6,
                 3,     5,      4,      2,      1,      4,      5,      3]

        if self.state is None:
            self.state = []
            for i in range(64):
                self.state.append(state[i])

        else:
            for i in range(64):
                self.state[i] = state[i]
        self.done = False
        self.move_count = 0
        self.move_handler.available_moves.clear()
        self.move_handler.opponent_moves.clear()
        self.move_handler.reset()
        self.game_board.reset()

    def render(self, mode='human', player=None, mouse_entered=None, mouse_exit=None, mouse_pressed=None):
        if mode == 'state':
            self.print_state()
            return
        if mode == 'human':
            if player is None:
                player = self.player
            if self.move_string is None:
                return
            n = None
            ml = None
            f = open(self.game_file, 'a')
            if self.move_file is not None:
                n = open(self.move_file, 'a')
            if self.move_list is not None:
                ml = open(self.move_list, 'a')
            if player == 1:
                if self.move_count == 1:
                    f.write("\n\n")
                f.write(str(self.move_count) + "." + self.move_string + " ")
                if n:
                    n.write(str(self.move_count) + "." + str(self.m) + "\n")
            else:
                if self.move_count % 10 == 0:
                    f.write(self.move_string + "\n")
                else:
                    f.write(self.move_string + "  ")
                if n:
                    n.write("..." + str(self.m) + "\n")
            if ml:
                if player == 1 and self.move_count == 1:
                    ml.write("\n\n")
                ml.write(str(self.n) + ",")
                if self.move_count % 10 == 0 and player == -1:
                    ml.write("\n         ")
                else:
                    ml.write(" ")
            f.close()
            if n:
                n.close()
            return
        if mode == 'board':
            if self.viewer is None and not self.should_close:
                from gym.envs.classic_control.rendering import Viewer
                self.viewer = Viewer(self.a, self.b)
                if mouse_entered:
                    self.unwrapped.viewer.window.on_mouse_enter = mouse_entered
                if mouse_exit:
                    self.unwrapped.viewer.window.on_mouse_leave = mouse_exit
                if mouse_pressed:
                    self.unwrapped.viewer.window.on_mouse_press = mouse_pressed
                self.unwrapped.viewer.window.on_close = self.close_window
                self.viewer.add_geom(self.game_board)
            if self.should_close:
                self.viewer.window.close()
                self.viewer = None
                return False
            return self.viewer.render(False)
        if mode == 'pieces':
            pieces = []
            for i in range(64):
                pieces.append(self.game_board.pieces[i])
            return pieces

    def set_mouse(self, x, y):
        self.m_x = x
        self.m_y = y

    def get_mouse(self):
        return self.m_x, self.m_y

    def compute_reward(self, action):
        self.compute_moves()
        opp_moves = deepcopy(self.move_handler.opponent_moves)
        self.move_handler.eliminate_move(opponent=True)
        reward = 0
        for move_i in self.move_handler.available_moves:
            try:
                reward = reward + ChessEnv.piece_values[self.state[move_i[0]]]
            except TypeError as e:
                print(move_i)
                self.render()
                exit(-1)
        for move in self.move_handler.opponent_moves:
            try:
                reward = reward - ChessEnv.piece_values[self.state[move[0]]]
            except TypeError:
                self.render()
                print(move)
                print("action = ", self.n)
                exit(-2)
        if self.move_handler.is_check(opponent=True) and len(self.move_handler.opponent_moves) == 0:
            reward = reward + 10000
            self.move_string = self.move_string + "#"
        elif self.move_handler.is_check(opponent=True):
            reward = reward + 100
            self.move_string = self.move_string + "+"
        self.move_handler.opponent_moves = deepcopy(opp_moves)
        return reward

    def action_notation(self, ind):
        indic = 'o'
        pos_from = self.move_handler.available_moves[ind][0]
        pos_to = self.move_handler.available_moves[ind][1]
        promoted = self.move_handler.available_moves[ind][2]
        if self.state[pos_to] == indic and self.state[pos_from] in [1, -1]:
            if pos_from - pos_to == 2:
                return "0-0-0"
            elif pos_from - pos_to == -2:
                return "0-0"
            else:
                return
        if self.state[pos_from] in ['.', 'x']:
            return
        move = ChessEnv.piece_notations[self.state[pos_from]]
        row_flag = False
        col_flag = False
        flag = False
        for m in self.move_handler.available_moves:
            if m[1] == pos_to and self.state[m[0]] == self.state[pos_from]:
                if m[0] == pos_from:
                    continue
                flag = True
                if row_flag:
                    pass
                else:
                    if m[0] % 8 == pos_from % 8:
                        row_flag = True

                if col_flag:
                    pass
                else:
                    if m[0] // 8 == pos_from // 8:
                        col_flag = True
        if row_flag and col_flag:
            move = move + index_to_pos(pos_from)
        elif row_flag and self.state[pos_from] not in [6, -6]:
            move = move + index_to_pos(pos_from)[1]
        elif col_flag or flag:
            move = move + index_to_pos(pos_from)[0]
        if move == '' and self.state[pos_to] in self.move_handler.opponent:
            move = index_to_pos(pos_from)[0]
        if self.state[pos_to] in self.move_handler.opponent:
            captured = [None, 'King', 'Queen', 'Rook', 'Bishop', 'Knight', 'Pawn', 'Knight', 'Bishop', 'Rook', 'Queen', 'King']
            self.captured_piece = captured[self.state[pos_to]]
            move = move + 'x'
        move = move + index_to_pos(pos_to)
        if self.state[pos_from] in [1, -1]:
            if pos_from - pos_to == 2:
                move = "0-0-0"
            elif pos_from - pos_to == -2:
                move = "0-0"
        if promoted not in [0, '.', 'x', '', None]:
            move = move + '=' + ChessEnv.piece_notations[promoted]
        return move

    def set_state(self, state=None):
        if state is None:
            self.reset()
        else:
            self.state = state
        self.move_handler.set_state(self.state)

    def set_game_file(self, file, move_file=None, move_list=None):
        self.game_file = file
        self.move_file = move_file
        self.move_list = move_list

    def print_state(self, state=None):
        if state is None:
            state = self.state
        for ind in range(8):
            for j in range(8):
                index = 8*ind + j
                print(state[index], end="\t")
            print()

    def set_nn(self, nn):
        self.nn = nn

    def compute_moves(self):
        self.move_handler.compute_moves()

    def return_possible_moves(self, player=1):
        # self.player = player
        # self.move_handler.set_player(player)
        self.compute_moves()
        return self.move_handler.available_moves

    def get_description(self):
        return self.move_handler.get_description(string=self.move_string)

    def get_piece_by_code(self, code):
        pieces = ['King', 'Queen', 'Rook', 'Bishop', 'Knight']
        codes = ['K', 'Q', 'R', 'B', 'N']
        for i in range(len(codes)):
            if code == codes[i]:
                return pieces[i]
        return 'Pawn'

    def is_bot(self):
        return True

    def close(self):
        if self.viewer:
            self.viewer.window.close()
            self.viewer = None

    def close_window(self):
        self.should_close = True

    def __del__(self):
        self.close()
Beispiel #7
0
def generator(width_height=(28, 28),
              object_scale=0.5,
              width_shift_range=0.25,
              height_shift_range=0.25,
              scale_range=1,
              rotate_range=0,
              count=1,
              objects=default_objects):
    """Generate images and labels in a keras data generator style. Image contains simple objects
    in a random pose.

    Args:
        width_height (tuple(width,height)     : The size of the generated images.
        object_scale (float)        : The size objects contained in the images as fraction of image width
        width_shift_range(float)    : The range of random shift in object x position as fraction of image width
        height_shift_range(float)   : The range of random shift in object y position as fraction of image height
        scale_range(float)          : The range of scales of the objects. Objects are scaled (from x to 1)
        rotate_range(float)         : The range of rotation in degrees
        objects (list)              : A description of objects that can be contained in the images.

    Returns:
        generator                   :  The keras data generator. Firt argument is the image. Second is
                                       the pose (class,x offset,y offset, scale, rotation)
    """
    viewer = Viewer(*width_height)
    while 1:
        viewer.geoms = []
        y_truth = []
        for i in range(count):
            cls = random.randrange(len(objects))
            obj = []
            for g, x, y, s, r in objects[cls][2]:
                r *= (np.pi / 180)
                if g in 'B':
                    geom = FilledPolygon([(-0.5, -0.5), (0.5, -0.5),
                                          (0.5, 0.5), (-0.5, 0.5)])
                elif g in 'T':
                    geom = FilledPolygon(([(-0.5, -0.5), (0.5, -0.5),
                                           (0.5, 0.5)]))
                elif g in 'C':
                    geom = make_circle(radius=1, res=30)
                geom.add_attr(
                    Transform(translation=(x, y), rotation=r, scale=s))
                geom.add_attr(
                    Transform(scale=(objects[cls][1], objects[cls][1])))
                geom.set_color(.8, .6, .4)
                obj.append(geom)

            x = random.uniform(-width_shift_range, width_shift_range)
            y = random.uniform(-height_shift_range, height_shift_range)
            s = random.uniform(scale_range, 1)
            r = random.uniform(-rotate_range, rotate_range) * (np.pi / 180)
            ss = s * object_scale * width_height[0]

            geom = Compound(obj)
            geom.add_attr(
                Transform(translation=((x + 0.5) * width_height[0],
                                       (y + 0.5) * width_height[1]),
                          rotation=r,
                          scale=(ss, ss)))
            viewer.add_geom(geom)
            y_truth.append((cls, x, y, s, r))

        img = viewer.render(return_rgb_array=True)
        yield (img, np.array(y_truth))
Beispiel #8
0
    def render(self, mode='human'):
        if self.viewer is None:
            self.viewer = Viewer(VIEWPORT_W, VIEWPORT_H)
        # self.viewer.set_bounds(0, self.VIEWPORT_W, 0, self.VIEWPORT_H)

        self.viewer.draw_polygon([
            (0, 0),
            (VIEWPORT_W, 0),
            (VIEWPORT_W, VIEWPORT_H),
            (0, VIEWPORT_H),
        ],
                                 color=(0.0, 0.0, 0.0))
        self.viewer.draw_polygon([
            (0, 0),
            (VIEWPORT_H, 0),
            (VIEWPORT_H, VIEWPORT_H),
            (0, VIEWPORT_H),
        ],
                                 color=(0.3, 0.3, 0.3))

        # Terrain
        for r in range(18):
            for c in range(18):
                self.tiles.draw(self.viewer,
                                self.map[r, c],
                                c,
                                r,
                                light=self.light)

        # Stones
        for s in self.stones:
            s.draw()

        # Food
        for f in self.foods:
            f.draw()

        # Plants
        order_queues = [[] for i in range(18)]
        for p in self.plants:
            order_queues[p.y].append(p)
        for y in range(17, 0, -1):
            for p in order_queues[y]:
                p.draw()

        # Creatures
        self.agent.draw()

        # Shade
        for r, c, num in self.dark_areas:
            for _ in range(num):
                self.tiles.draw(self.viewer, SHADE, c, r)
                self.tiles.draw(self.viewer, SHADE, 17 - c, r)

        # draw time scale
        # TODO: Timescales

        #---------------------------------
        # Draw what is in hand
        #---------------------------------
        hand_x, hand_y = 19, 10
        self.tiles.draw(self.viewer, HAND, hand_x, hand_y)
        in_hand = self.agent.what_is_in_hand()
        if in_hand == 1:
            self.tiles.draw(self.viewer, FOOD_IN_HAND, hand_x, hand_y)
        if in_hand == 2:
            self.tiles.draw(self.viewer, WATER_IN_HAND, hand_x, hand_y)
        if in_hand == 3:
            self.tiles.draw(self.viewer, STONE_IN_HAND, hand_x, hand_y)

        #---------------------------------
        # draw player stats:
        #---------------------------------
        white = (1.0, 1.0, 1.0)
        red = (0.6, 0.1, 0.1)
        green = (0.1, 0.6, 0.1)
        blue = (0.1, 0.1, 0.8)
        yellow = (0.7, 0.7, 0.2)
        black = (0, 0, 0)
        bright_red = (1, 0, 0)

        bar_coords = [617, 662, 707, 752]

        for x in bar_coords:
            x2 = x + 30
            y1 = 18
            y2 = 18 + 302
            self.viewer.draw_polyline([(x, y2), (x, y1), (x2, y1), (x2, y2)],
                                      color=white,
                                      linewidth=1)

        agent = self.agent

        # Health Level
        x1 = bar_coords[0]
        x2 = x1 + 29
        y1 = 18
        y2 = y1 + 3 * agent.health + 1
        self.viewer.draw_polygon([(x1, y1), (x2, y1), (x2, y2), (x1, y2)],
                                 color=red)

        # Energy Level
        x1 = bar_coords[1]
        x2 = x1 + 29
        y1 = 18
        y2 = y1 + 3 * agent.energy + 1
        self.viewer.draw_polygon([(x1, y1), (x2, y1), (x2, y2), (x1, y2)],
                                 color=yellow)

        # FOOD Level
        x1 = bar_coords[2]
        x2 = x1 + 29
        y1 = 18
        y2 = y1 + 3 * agent.food + 1
        self.viewer.draw_polygon([(x1, y1), (x2, y1), (x2, y2), (x1, y2)],
                                 color=green)

        # WATER Level
        x1 = bar_coords[3]
        x2 = x1 + 29
        y1 = 18
        y2 = y1 + 3 * agent.water + 1
        self.viewer.draw_polygon([(x1, y1), (x2, y1), (x2, y2), (x1, y2)],
                                 color=blue)

        # Top Bar
        for x in bar_coords:
            self.viewer.draw_polyline([(x, 320), (x + 30, 320)],
                                      color=white,
                                      linewidth=1)

        danger_levels = [20, 20, 19 + 3 * 25, 19 + 3 * 25]

        for x, y in zip(bar_coords, danger_levels):
            self.viewer.draw_polyline([(x, y + 2), (x + 8, y + 2),
                                       (x + 8, y - 1), (x, y - 1)],
                                      color=black,
                                      linewidth=1)
            self.viewer.draw_polygon([(x, y + 1), (x + 7, y + 1),
                                      (x + 7, y - 1), (x, y - 1)],
                                     color=bright_red)
            self.viewer.draw_polyline([(x + 29, y + 2), (x + 22, y + 2),
                                       (x + 22, y - 1), (x + 29, y - 1)],
                                      color=black,
                                      linewidth=1)
            self.viewer.draw_polygon([(x + 29, y + 1), (x + 22, y + 1),
                                      (x + 22, y - 1), (x + 29, y - 1)],
                                     color=bright_red)

        return self.viewer.render(return_rgb_array=mode == 'rgb_array')
Beispiel #9
0
class SimpleEnv(gym.Env):
    """
    Action-Space - provided as a single integer
      0 = REST
      1 = MOVE NORTH
      2 = MOVE EAST
      3 = MOVE SOUTH
      4 = MOVE WEST
      5 = PICK UP OBJECT on same tile as agent
      6 = PUT DOWN OBJECT on same tile as agent
      7 = CONSUME ITEM IN HAND
      8 = THROW OBJECT NORTH
      9 = THROW OBJECT EAST
     10 = THROW OBJECT SOUTH
     11 = THROW OBJECT WEST

    State-Space - provided as a dictionary
      health - number from 0 to 100 showing the level of health.  A health of zero (or less) results in death
      energy - number from 0 to 100 showing level of energy available.  All actions consume energy.
               Eating food and drinking water replenish energy.  Resting replenishes energy.
      food - number from 0 to 100 showing the level of food in the agent.  At food < 25, energy is decreased more
             quickly than normal. At food <= 0, health decreases over time.
      water - number from 0 to 100 showing level of water in the agent.  At water < 25, energy decreases more quickly
              than normal.  At water <= 0, health decreases rapidly (such that death in 2 days' worth of turns)
      in_hand - an indicator of what is held by the agent at that time:
              The possible values are:
              0 = Nothing, hand is empty
              1 = Food in hand
              2 = Water in hand
              3 = A Stone is in hand
      sight - a <2N+1 x 2N+1> matrix of what the agent can see (other than itself).  The center square will represent
              where the player is.  There will be an integer value in each cell of the matrix.  The site matrix is
              represented like a math matrix with <rows x colunns> so the point X, Y would be sight_matrix[Y, X].
              The range of values in the sight matrix will be:
              0 = GRASS
              1 = BEACH (near danger, yields water)
              2 = CLIFF-EDGE (near danger)
              3 = FOREST-EDGE (near danger)
              4 = ROCK-WALL (impassable)
              5 = DROPOFF beyond the CLIFF EDGE (death)
              6 = WATER (death)
              7 = DARK-FOREST (death)
              8 = PLANT-STAGE-1
              9 = PLANT-STAGE-2
             10 = PLANT-STAGE-3
             11 = PLANT-READY-TO-HARVEST (yields food)
             12 = FOOD (on the ground which can be picked up -- yields food)
             13 = STONE (can be picked up, can be thrown)
             14 = PREDATOR (seeks agent, kills agent)
    """

    #-----------------------------------------------------------------------------------------------
    def __init__(self, seed=2021):
        self.seed = seed
        self.viewer = None
        self.map = np.zeros((18, 18), dtype=int)
        self.objects = np.zeros((18, 18), dtype=int)
        self.tiles = Tileset()
        self.light = 1.0
        self.food_id = 0
        self.season = 0
        self.day = 0
        self.time = 0

        self.reset()

    #-----------------------------------------------------------------------------------------------
    def get_sight_matrix(self, agent, size=2):
        tile_map = [
            0, 6, 5, 1, 1, 1, 1, 1, 2, 2, 4, 3, 7, -1, 14, 13, 8, 9, 10, 11,
            -1, 1, 2, 2, 12, -99, -99
        ]
        smat = np.zeros((2 * size + 1, 2 * size + 1), dtype=int)
        for r in range(2 * size + 1):
            for c in range(2 * size + 1):
                x = agent.x - size + c
                y = agent.y + size - r
                v = -999
                if 0 <= x <= 17 and 0 <= y <= 17:
                    tile = self.map[y, x]
                    v = tile_map[tile]
                else:
                    if x >= 0 and y >= 0:
                        if x >= y:
                            v = 5  # DROPOFF
                        else:
                            v = 7  # DARK FOREST
                    elif x < 0 and y >= 0:
                        if 17 - x >= y:
                            v = 5
                        else:
                            v = 7
                    elif x >= 0 and y < 0:
                        if 17 - x >= y:
                            v = 4
                        else:
                            v = 5
                    elif x < 0 and y < 0:
                        if x >= y:
                            v = 4
                        else:
                            v = 5
                smat[r, c] = v

        for p in self.plants:
            r = agent.y - p.y + size
            c = p.x - agent.x + size

            if 0 <= r <= 2 * size and 0 <= c <= 2 * size:
                smat[r, c] = 8 + p.stage

        for f in self.foods:
            r = agent.y - f.y + size
            c = f.x - agent.x + size

            if 0 <= r <= 2 * size and 0 <= c <= 2 * size:
                smat[r, c] = 12

        for s in self.stones:
            r = agent.y - s.y + size
            c = s.x - agent.x + size

            if 0 <= r <= 2 * size and 0 <= c <= 2 * size:
                smat[r, c] = 13

        # smat[size, size] = 8

        return smat

    def _get_state(self):
        state = {
            'health': self.agent.health,
            'energy': self.agent.energy,
            'food': self.agent.food,
            'water': self.agent.water,
            'in_hand': self.agent.what_is_in_hand(),
            'sight': self.get_sight_matrix(self.agent)
        }
        return state

    #-----------------------------------------------------------------------------------------------
    def step(self, action):
        """
        Takes one step of action in the environment and returns the resulting state and reward information
        :param action:
        :return:
        """

        self.agent.step()

        # lame way to call the agent actions...
        if action == 0:
            self.agent.rest()
        elif action == 1:
            self.agent.move_north()
        elif action == 2:
            self.agent.move_east()
        elif action == 3:
            self.agent.move_south()
        elif action == 4:
            self.agent.move_west()
        elif action == 5:
            self.agent.pick_up()
        elif action == 6:
            self.agent.put_down()
        elif action == 7:
            self.agent.consume_item()
        elif action == 8:
            self.agent.throw_north()
        elif action == 9:
            self.agent.throw_east()
        elif action == 10:
            self.agent.throw_south()
        elif action == 11:
            self.agent.throw_west()

        for p in self.plants:
            p.step()

        for s in self.stones:
            s.step()

        for f in self.foods:
            f.step()

        state = self._get_state()

        # this can eventually be a log of information about 'why' different things happened in response to actions
        debug = {}

        # Results
        reward = 1
        is_done = False
        if self.agent.health <= 0:
            reward = -1000
            is_done = True
        return state, reward, is_done, debug

    #-----------------------------------------------------------------------------------------------
    def render(self, mode='human'):
        if self.viewer is None:
            self.viewer = Viewer(VIEWPORT_W, VIEWPORT_H)
        # self.viewer.set_bounds(0, self.VIEWPORT_W, 0, self.VIEWPORT_H)

        self.viewer.draw_polygon([
            (0, 0),
            (VIEWPORT_W, 0),
            (VIEWPORT_W, VIEWPORT_H),
            (0, VIEWPORT_H),
        ],
                                 color=(0.0, 0.0, 0.0))
        self.viewer.draw_polygon([
            (0, 0),
            (VIEWPORT_H, 0),
            (VIEWPORT_H, VIEWPORT_H),
            (0, VIEWPORT_H),
        ],
                                 color=(0.3, 0.3, 0.3))

        # Terrain
        for r in range(18):
            for c in range(18):
                self.tiles.draw(self.viewer,
                                self.map[r, c],
                                c,
                                r,
                                light=self.light)

        # Stones
        for s in self.stones:
            s.draw()

        # Food
        for f in self.foods:
            f.draw()

        # Plants
        order_queues = [[] for i in range(18)]
        for p in self.plants:
            order_queues[p.y].append(p)
        for y in range(17, 0, -1):
            for p in order_queues[y]:
                p.draw()

        # Creatures
        self.agent.draw()

        # Shade
        for r, c, num in self.dark_areas:
            for _ in range(num):
                self.tiles.draw(self.viewer, SHADE, c, r)
                self.tiles.draw(self.viewer, SHADE, 17 - c, r)

        # draw time scale
        # TODO: Timescales

        #---------------------------------
        # Draw what is in hand
        #---------------------------------
        hand_x, hand_y = 19, 10
        self.tiles.draw(self.viewer, HAND, hand_x, hand_y)
        in_hand = self.agent.what_is_in_hand()
        if in_hand == 1:
            self.tiles.draw(self.viewer, FOOD_IN_HAND, hand_x, hand_y)
        if in_hand == 2:
            self.tiles.draw(self.viewer, WATER_IN_HAND, hand_x, hand_y)
        if in_hand == 3:
            self.tiles.draw(self.viewer, STONE_IN_HAND, hand_x, hand_y)

        #---------------------------------
        # draw player stats:
        #---------------------------------
        white = (1.0, 1.0, 1.0)
        red = (0.6, 0.1, 0.1)
        green = (0.1, 0.6, 0.1)
        blue = (0.1, 0.1, 0.8)
        yellow = (0.7, 0.7, 0.2)
        black = (0, 0, 0)
        bright_red = (1, 0, 0)

        bar_coords = [617, 662, 707, 752]

        for x in bar_coords:
            x2 = x + 30
            y1 = 18
            y2 = 18 + 302
            self.viewer.draw_polyline([(x, y2), (x, y1), (x2, y1), (x2, y2)],
                                      color=white,
                                      linewidth=1)

        agent = self.agent

        # Health Level
        x1 = bar_coords[0]
        x2 = x1 + 29
        y1 = 18
        y2 = y1 + 3 * agent.health + 1
        self.viewer.draw_polygon([(x1, y1), (x2, y1), (x2, y2), (x1, y2)],
                                 color=red)

        # Energy Level
        x1 = bar_coords[1]
        x2 = x1 + 29
        y1 = 18
        y2 = y1 + 3 * agent.energy + 1
        self.viewer.draw_polygon([(x1, y1), (x2, y1), (x2, y2), (x1, y2)],
                                 color=yellow)

        # FOOD Level
        x1 = bar_coords[2]
        x2 = x1 + 29
        y1 = 18
        y2 = y1 + 3 * agent.food + 1
        self.viewer.draw_polygon([(x1, y1), (x2, y1), (x2, y2), (x1, y2)],
                                 color=green)

        # WATER Level
        x1 = bar_coords[3]
        x2 = x1 + 29
        y1 = 18
        y2 = y1 + 3 * agent.water + 1
        self.viewer.draw_polygon([(x1, y1), (x2, y1), (x2, y2), (x1, y2)],
                                 color=blue)

        # Top Bar
        for x in bar_coords:
            self.viewer.draw_polyline([(x, 320), (x + 30, 320)],
                                      color=white,
                                      linewidth=1)

        danger_levels = [20, 20, 19 + 3 * 25, 19 + 3 * 25]

        for x, y in zip(bar_coords, danger_levels):
            self.viewer.draw_polyline([(x, y + 2), (x + 8, y + 2),
                                       (x + 8, y - 1), (x, y - 1)],
                                      color=black,
                                      linewidth=1)
            self.viewer.draw_polygon([(x, y + 1), (x + 7, y + 1),
                                      (x + 7, y - 1), (x, y - 1)],
                                     color=bright_red)
            self.viewer.draw_polyline([(x + 29, y + 2), (x + 22, y + 2),
                                       (x + 22, y - 1), (x + 29, y - 1)],
                                      color=black,
                                      linewidth=1)
            self.viewer.draw_polygon([(x + 29, y + 1), (x + 22, y + 1),
                                      (x + 22, y - 1), (x + 29, y - 1)],
                                     color=bright_red)

        return self.viewer.render(return_rgb_array=mode == 'rgb_array')

    #-----------------------------------------------------------------------------------------------
    def reset(self):
        """
        This actually does the initialization
        """

        rnd.seed(42)

        self.season = 0
        self.day = 0
        self.time = 0

        # BACKGROUND TILES
        for r in range(18):
            for c in range(18):
                self.map[r, c] = GRASS
        for r in range(4, 16):
            self.map[r, 0] = CLIFF_W
            self.map[r, 17] = CLIFF_E
        for c in range(0, 18):
            self.map[0, c] = ROCK
            self.map[17, c] = FOREST
            self.map[16, c] = FORESTEDGE
        for i in range(0, 3):
            self.map[i + 1, 0] = ROCK
            self.map[i + 1, 4] = ROCK
            self.map[3, i] = ROCK

            self.map[i + 1, 17] = ROCK
            self.map[i + 1, 13] = ROCK
            self.map[3, 17 - i] = ROCK
        for i in range(5, 13):
            self.map[1, i] = WATER
            self.map[2, i] = WATER
            self.map[3, i] = BEACH_N
        self.map[15, 0] = CLIFF_SW
        self.map[15, 17] = CLIFF_SE
        self.dark_areas = [(1, 1, 4), (1, 2, 3), (1, 3, 2), (2, 1, 3),
                           (2, 2, 2), (2, 3, 1), (3, 3, 1)]

        # CREATURES
        self.agent = Agent(self, 1, 9, 9)

        # PLANTS
        self.plants = []
        for idx in range(12):
            while True:
                x, y = rnd.randint(1, 16), rnd.randint(4, 15)
                if self.objects[y, x] == 0:
                    self.objects[y, x] = PLANT
                    break

            stage = rnd.randint(0, 3)
            plant = Plant(self, idx, x, y, stage)
            self.plants.append(plant)

        # Stones - DISABLED in SIMPLE ENV
        self.stones = []
        # for idx in range(15):
        #     while True:
        #         x, y = rnd.randint(1, 16), rnd.randint(4, 15)
        #         if self.objects[y, x] == 0:
        #             self.objects[y, x] = STONE
        #             break
        #
        #     stone = Stone(self, idx, rnd.randint(1, 16), rnd.randint(4, 15))
        #     self.stones.append(stone)

        # Empty at first, but can be filled as things are set down
        self.foods = []

        return self._get_state()

    #-----------------------------------------------------------------------------------------------
    def _cleanup(self):
        """
Beispiel #10
0
class DiscreteEnv(gym.Env):
    def __init__(self, seed=2021):
        self.seed = seed
        self.viewer = None
        self.map = np.zeros((18, 18), dtype=int)
        self.tiles = Tileset()
        self.light = 1.0
        self.time = 0
        self.day = 0
        self.season = 0

    def reset(self):
        self._cleanup()
        self._init()

    def step(self, action):
        """
        Takes one step of action in the environment and returns the resulting state and reward information
        :param action:
        :return:
        """

        # time update
        # self.time += 0.5
        if self.time < 40:
            self.light = 1.0
        elif self.time < 50:
            self.light = 1.0 - (self.time - 40) * 0.05
        elif self.time < 70:
            self.light = 0.5
        elif self.time < 80:
            self.light = 0.5 + (self.time - 70) * 0.05
        else:
            self.light = 1.0
            self.time = 0
            self.day += 1
            if self.day >= 20:
                self.day = 0
                self.season += 1
                if self.season > 3:
                    self.season = 0

        # Results
        state = [0, 0, 0, 0, 0, 0, 0, 0, 0]
        reward = 0
        is_done = False
        debug = {}
        return np.array(state), reward, is_done, debug

    def render(self, mode='human'):
        if self.viewer is None:
            self.viewer = Viewer(VIEWPORT_W, VIEWPORT_H)
        # self.viewer.set_bounds(0, self.VIEWPORT_W, 0, self.VIEWPORT_H)

        self.viewer.draw_polygon([
            (0, 0),
            (VIEWPORT_W, 0),
            (VIEWPORT_W, VIEWPORT_H),
            (0, VIEWPORT_H),
        ], color=(0.0, 0.0, 0.0))

        # Terrain
        for r in range(18):
            for c in range(18):
                self.tiles.draw(self.viewer, self.map[r, c], c, r, light=self.light)

        # Stones
        for s in self.stones:
            s.draw()

        # Food
        for f in self.foods:
            f.draw()

        # Plants
        order_queues = [[] for i in range(18)]
        for p in self.plants:
            order_queues[p.y].append(p)
        for y in range(17, 0, -1):
            for p in order_queues[y]:
                p.draw()

        # Creatures
        self.agent.draw()

        # Shade
        for r, c, num in self.dark_areas:
            for _ in range(num):
                self.tiles.draw(self.viewer, SHADE, c, r)
                self.tiles.draw(self.viewer, SHADE, 17 - c, r)

        # Highlight

        return self.viewer.render(return_rgb_array=mode == 'rgb_array')

    def _init(self):
        """
        This actually does the initialization
        """

        self.season = 0
        self.day = 0
        self.time = 0

        # BACKGROUND TILES
        for r in range(18):
            for c in range(18):
                self.map[r, c] = GRASS
        for r in range(4, 16):
            self.map[r, 0] = CLIFF_W
            self.map[r, 17] = CLIFF_E
        for c in range(0, 18):
            self.map[0, c] = ROCK
            self.map[17, c] = FOREST
            self.map[16, c] = FORESTEDGE
        for i in range(0, 3):
            self.map[i + 1, 0] = ROCK
            self.map[i + 1, 4] = ROCK
            self.map[3, i] = ROCK

            self.map[i + 1, 17] = ROCK
            self.map[i + 1, 13] = ROCK
            self.map[3, 17 - i] = ROCK
        for i in range(5, 13):
            self.map[1, i] = WATER
            self.map[2, i] = WATER
            self.map[3, i] = BEACH_N
        self.map[15, 0] = CLIFF_SW
        self.map[15, 17] = CLIFF_SE
        self.dark_areas = [(1, 1, 4),
                           (1, 2, 3),
                           (1, 3, 2),
                           (2, 1, 3),
                           (2, 2, 2),
                           (2, 3, 1),
                           (3, 3, 1)]

        # CREATURES
        self.agent = Agent(self, 1, 9, 9)

        # PLANTS
        self.plants = []
        for idx in range(12):
            plant = Plant(self, idx, rnd.randint(1, 16), rnd.randint(4, 15), rnd.randint(0, 3))
            self.plants.append(plant)

        # Stones
        self.stones = []
        for idx in range(15):
            plant = Stone(self, idx, rnd.randint(1, 16), rnd.randint(4, 15))
            self.plants.append(plant)

        self.foods = []

    def _cleanup(self):
        """