Beispiel #1
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 def render(self, mode='human', close=False):
     if not close:
         # Renderer lazy loading
         if self.renderer is None:
             self.renderer = Renderer(self.SIZE,
                                      zoom_factor=self.RENDER_ZOOM,
                                      players_colors={})
         return self.renderer._render(self.world.get_observation(),
                                      mode=mode,
                                      close=False)
Beispiel #2
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 def __init__(self):
     self.CHANNELS = 3
     # Set size of the game world
     self.SIZE = (16, 16)
     # Set step limit
     self.STEP_LIMIT = 1000
     # Create world
     self.world = World(self.SIZE, n_sneks=1)
     # Set observation and action spaces
     self.observation_space = spaces.Box(low=0, high=255, shape=(self.SIZE[0], self.SIZE[1], self.CHANNELS))
     self.action_space = spaces.Discrete(len(self.world.DIRECTIONS))
     # Set renderer
     self.renderer = Renderer(self.SIZE, zoom_factor = 20, object_colors={})
Beispiel #3
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class SingleSnek(gym.Env):

    metadata = {
        'render.modes': ['human','rgb_array']
    }

    def __init__(self):
        self.CHANNELS = 3
        # Set size of the game world
        self.SIZE = (16, 16)
        # Set step limit
        self.STEP_LIMIT = 1000
        # Create world
        self.world = World(self.SIZE, n_sneks=1)
        # Set observation and action spaces
        self.observation_space = spaces.Box(low=0, high=255, shape=(self.SIZE[0], self.SIZE[1], self.CHANNELS))
        self.action_space = spaces.Discrete(len(self.world.DIRECTIONS))
        # Set renderer
        self.renderer = Renderer(self.SIZE, zoom_factor = 20, object_colors={})

    def _step(self, action):
        self.current_step += 1
        if self.current_step >= self.STEP_LIMIT:
            return self.world.get_observation(), 0, True, {}
        rewards, dones = self.world.move_snek([action])
        return self.world.get_observation(), rewards[0], dones[0], {}

    def _reset(self):
        self.current_step = 0
        # Create world
        self.world = World(self.SIZE, n_sneks=1)
        return self.world.get_observation()

    def _seed(self, seed):
        random.seed(seed)

    def _get_state(self):
        return self.world.get_observation()

    def _render(self, mode='human', close=False):
        return self.renderer._render(self._get_state(), mode=mode, close=False)
Beispiel #4
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class SingleSnek(gym.Env):

    metadata = {
        'render.modes': ['human', 'rgb_array'],
        'observation.types': ['raw', 'rgb', 'layered']
    }

    def __init__(self,
                 size=(16, 16),
                 step_limit=1000,
                 dynamic_step_limit=1000,
                 obs_type='raw',
                 obs_zoom=1,
                 n_food=1,
                 die_on_eat=False,
                 render_zoom=20):
        # Set size of the game world
        self.SIZE = size
        # Set step limit
        self.STEP_LIMIT = step_limit
        # Set dynamic step limit (hunger)
        self.DYNAMIC_STEP_LIMIT = dynamic_step_limit
        self.hunger = 0
        # Set babysnek (dies when eating the first piece)
        self.DIE_ON_EAT = die_on_eat
        # Create world
        self.world = World(self.SIZE, n_sneks=1, n_food=n_food)
        # Set observation type and space
        self.obs_type = obs_type
        if self.obs_type == 'raw':
            self.observation_space = spaces.Box(
                low=0,
                high=255,
                shape=(self.SIZE[0] * obs_zoom, self.SIZE[1] * obs_zoom))
        elif self.obs_type == 'rgb':
            self.observation_space = spaces.Box(low=0,
                                                high=255,
                                                shape=(self.SIZE[0] * obs_zoom,
                                                       self.SIZE[1] * obs_zoom,
                                                       3))
            self.RGBify = RGBifier(self.SIZE,
                                   zoom_factor=obs_zoom,
                                   players_colors={})
        elif self.obs_type == 'layered':
            # Only 2 layers here, food and snek
            self.observation_space = spaces.Box(low=0,
                                                high=255,
                                                shape=(self.SIZE[0] * obs_zoom,
                                                       self.SIZE[1] * obs_zoom,
                                                       2))
        else:
            raise (Exception('Unrecognized observation mode.'))
        # Action space
        self.action_space = spaces.Discrete(len(self.world.DIRECTIONS))
        # Set renderer
        self.RENDER_ZOOM = render_zoom
        self.renderer = None

    def step(self, action):
        # Check if game is ended (raise exception otherwise)
        if not self.alive:
            raise Exception('Need to reset env now.')
        # Check hard and dynamic step limit before performing the action
        self.current_step += 1
        if (self.current_step >= self.STEP_LIMIT) or (self.hunger >
                                                      self.DYNAMIC_STEP_LIMIT):
            self.alive = False
            return self._get_state(), 0, True, {}
        # Perform the action
        rewards, dones = self.world.move_snek([action])
        # Update and check hunger
        self.hunger += 1
        if rewards[0] > 0:
            self.hunger = 0
        # Check if is a babysnek (dies eating the first piece)
        if rewards[0] > 0 and self.DIE_ON_EAT:
            dones[0] = True
        # Disable interactions if snek has died
        if dones[0]:
            self.alive = False
        return self._get_state(), rewards[0], dones[0], {}

    def reset(self):
        # Reset step counters
        self.current_step = 0
        self.alive = True
        self.hunger = 0
        # Create world
        self.world = World(self.SIZE, n_sneks=1)
        return self._get_state()

    def seed(self, seed):
        random.seed(seed)

    def _get_state(self):
        _state = self.world.get_observation()
        if self.obs_type == 'rgb':
            return self.RGBify.get_image(_state)
        elif self.obs_type == 'layered':
            s = np.array([
                (_state == self.world.FOOD).astype(int),
                ((_state == self.world.sneks[0].snek_id)
                 or (_state == self.world.sneks[0].snek_id + 1)).astype(int)
            ])
            s = np.transpose(s, [1, 2, 0])
            return s
        else:
            return _state

    def render(self, mode='human', close=False):
        if not close:
            # Renderer lazy loading
            if self.renderer is None:
                self.renderer = Renderer(self.SIZE,
                                         zoom_factor=self.RENDER_ZOOM,
                                         players_colors={})
            return self.renderer._render(self.world.get_observation(),
                                         mode=mode,
                                         close=False)

    def close(self):
        if self.renderer:
            self.renderer.close()
            self.renderer = None
Beispiel #5
0
class MultiSneks(gym.Env):

    metadata = {
        'render.modes': ['human', 'rgb_array'],
        'observation.types': ['raw', 'rgb', 'layered']
    }

    def __init__(self,
                 size=(16, 16),
                 n_sneks=2,
                 step_limit=1000,
                 dynamic_step_limit=1000,
                 obs_type='raw',
                 obs_zoom=1,
                 n_food=1,
                 render_zoom=20,
                 add_walls=False):
        # Set size of the game world
        self.SIZE = size
        self.N_SNEKS = n_sneks
        self.alive = None
        # Set step limit
        self.STEP_LIMIT = step_limit
        # Set dynamic step limit (hunger)
        self.DYNAMIC_STEP_LIMIT = dynamic_step_limit
        self.hunger = 0
        # Walls flag
        self.add_walls = add_walls
        # Create world
        self.n_food = n_food
        self.world = World(self.SIZE,
                           n_sneks=self.N_SNEKS,
                           n_food=self.n_food,
                           add_walls=self.add_walls)
        # Set observation type and space
        self.obs_type = obs_type
        if self.obs_type == 'raw':
            self.observation_space = spaces.Box(
                low=0,
                high=255,
                shape=(self.SIZE[0] * obs_zoom, self.SIZE[1] * obs_zoom),
                dtype=np.uint8)
        elif self.obs_type == 'rgb':
            self.observation_space = spaces.Box(low=0,
                                                high=255,
                                                shape=(self.SIZE[0] * obs_zoom,
                                                       self.SIZE[1] * obs_zoom,
                                                       3),
                                                dtype=np.uint8)
            self.RGBify = RGBifier(self.SIZE,
                                   zoom_factor=obs_zoom,
                                   players_colors={})
        elif self.obs_type == 'layered':
            # Only 2 layers here, food and snek
            self.observation_space = spaces.Box(low=0,
                                                high=255,
                                                shape=(self.SIZE[0] * obs_zoom,
                                                       self.SIZE[1] * obs_zoom,
                                                       2),
                                                dtype=np.uint8)
        else:
            raise (Exception('Unrecognized observation mode.'))
        # Action space
        self.action_space = spaces.Discrete(len(self.world.DIRECTIONS))
        # Set renderer
        self.RENDER_ZOOM = render_zoom
        self.renderer = None

    def step(self, actions):
        # Check if game is ended (raise exception otherwise)
        if self.alive is None or not any(self.alive):
            raise Exception('Need to reset env now.')
        # Check hard and dynamic step limit before performing the action
        self.current_step += 1
        '''
        if (self.current_step >= self.STEP_LIMIT) or (self.hunger > self.DYNAMIC_STEP_LIMIT):
            self.alive = False
            return self._get_state(), 0, True, {}
        '''
        # Perform the action
        rewards, dones = self.world.move_snek(actions)
        # Update and check hunger
        self.hunger = [
            h + 1 if r <= 0 else 0 for h, r in zip(self.hunger, rewards)
        ]
        # Disable interactions if snek has died
        self.alive = [not done for done in dones]
        return self._get_state(), rewards, dones, {}

    def reset(self):
        # Reset step counters
        self.current_step = 0
        self.alive = [True] * self.N_SNEKS
        self.hunger = [0] * self.N_SNEKS
        # Create world
        self.world = World(self.SIZE,
                           n_sneks=self.N_SNEKS,
                           n_food=self.n_food,
                           add_walls=self.add_walls)
        return self._get_state()

    def seed(self, seed):
        random.seed(seed)

    def _get_state(self):
        _state = self.world.get_observation()
        if self.obs_type == 'rgb':
            return self.RGBify.get_image(_state)
        elif self.obs_type == 'layered':
            s = np.array([
                (_state == self.world.FOOD).astype(int),
                ((_state == self.world.sneks[0].snek_id)
                 or (_state == self.world.sneks[0].snek_id + 1)).astype(int)
            ])
            s = np.transpose(s, [1, 2, 0])
            return s
        else:
            return _state

    def render(self, mode='human', close=False):
        if not close:
            # Renderer lazy loading
            if self.renderer is None:
                self.renderer = Renderer(self.SIZE,
                                         zoom_factor=self.RENDER_ZOOM,
                                         players_colors={})
            return self.renderer._render(self.world.get_observation(),
                                         mode=mode,
                                         close=False)

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