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Game.py
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Game.py
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#from FlappyDarwin import FlappyDarwin
from FlappyDarwin_NO_PYGAME import FlappyDarwin
from PyGP.Hardware import InstructionLibrary, Hardware
import PyGP.Instructions as inst
from PyGP.Selection import *
from PyGP.Mutation import mutate, recombination
from NoveltySelection import Novelty, save_novelty_archive, load_novelty_archive
import CustomInstructions as c_inst
from Utils import clamp
from Settings import Settings, save_programs, load_programs
from Analytics import Analytics
from time import time
def main():
settings = Settings()
analytics = Analytics()
novelty = Novelty()
cmd_line_args_success = settings.update_command_line_args()
if not cmd_line_args_success:
return
print("Settings:"+"\n".join([f"{i} : {j}" for i, j in vars(settings).items()]))
hws = [Hardware(None, i, settings.min_program_length, settings.max_program_length) for i in range(settings.pop_size)]
game = FlappyDarwin(
hws,
settings.ticks_per_update,
settings.num_tests if settings.selection == "lexicase" else 1,
(lambda: 0) if settings.fitness == "novelty" else (lambda: time())
)
inst_lib = generate_inst_lib(game)
for hw in hws:
hw.inst_lib = inst_lib
[hw.generate_program() for hw in hws]
best_fitness = [0]
fitness_data = []
gen = 1
if settings.save_file:
print(F"LOADING FROM EXISTING SAVED GP FILE: {settings.save_file}")
hws, gen, gen_finished_test = load_programs(inst_lib, settings)
game.generation = gen
game.gen_finished_test = gen_finished_test
if settings.fitness == "novelty":
load_novelty_archive(novelty)
while not game.QUIT_SIGNAL:
print(F"Generation: {gen}")
game.set_hardware(hws)
game.start()
for i, hw in enumerate(hws):
hw.cache_fitness(game.birds[i].fitness)
local_best = max(hws, key=lambda hw: min(hw.fitness))
fitness_data.append(sum(local_best.fitness)/len(local_best.fitness))
if min(local_best.fitness) > min(best_fitness):
best_fitness = local_best.fitness
print(local_best)
print("Finished with fitness", local_best.fitness)
print("____________________________")
if settings.fitness == "novelty":
assert settings.selection != "lexicase", "Lexicase is not compatible with Novelty."
dists = novelty.select([(bird.rect.x+bird.last_frame_alive, clamp(bird.rect.y, 0, game.HEIGHT)) for bird in game.birds])
for i, hw in enumerate(hws):
hw.cache_fitness(dists[i])
copy_best = local_best.copy()
copy_best.traits = 0
if settings.selection == "tournament":
hws = tournament(hws)
elif settings.selection == "elite":
hws = elite(hws, len(hws)//2)
elif settings.selection == "lexicase":
hws = lexicase(hws)
elif settings.selection == "roulette":
hws = roulette(hws)
else:
raise NotImplementedError(F"Invalid Selection Scheme: {settings.selection}")
[mutate(hw) for hw in hws]
recombination(hws)
for i, hw in enumerate(hws):
hw.traits = i
# Keep around the best performing from the previous generation & reset its hardware
hws[0] = copy_best
hws[0].traits = 0
gen += 1
if gen in {10, 50, 100, 250, 500, 1500, 2500} or not gen % 1000:
save_programs(gen, hws, game.gen_finished_test)
analytics.save(gen, fitness_data)
fitness_data.clear()
if settings.fitness == "novelty":
save_novelty_archive(novelty)
def generate_inst_lib(game):
inst_lib = InstructionLibrary()
inst_lib.add_inst("Add", inst.add, False)
inst_lib.add_inst("Sub", inst.sub, False)
#inst_lib.add_inst("Mul", inst.mul, False)
#inst_lib.add_inst("Div", inst.div, False)
inst_lib.add_inst("Eq", inst.eq, False)
inst_lib.add_inst("Greater", inst.greater, False)
inst_lib.add_inst("Less", inst.less, False)
#inst_lib.add_inst("Not", inst.not_, False)
inst_lib.add_inst("Assign", inst.assign, False)
inst_lib.add_inst("Copy", inst.copy, False)
inst_lib.add_inst("While", inst.while_, True)
#inst_lib.add_inst("Break", inst.break_, False) broken when its not in a loop or when its in an if
inst_lib.add_inst("Close", inst.close, False)
inst_lib.add_inst("Jump", lambda hw, __: c_inst.jump(hw, game), False)
inst_lib.add_inst("BirdHeight", lambda hw, args: c_inst.get_bird_height(hw, args, game), False)
inst_lib.add_inst("GapTop", lambda hw, args: c_inst.get_gap_top(hw, args, game), False)
inst_lib.add_inst("GapMid", lambda hw, args: c_inst.get_gap_midpoint(hw, args, game), False)
inst_lib.add_inst("GapBot", lambda hw, args: c_inst.get_gap_bot(hw, args, game), False)
#inst_lib.add_inst("SetGravity", lambda hw, args: c_inst.set_gravity(hw, args, game), False)
#inst_lib.add_inst("SetJump", lambda hw, args: c_inst.set_jump(hw, args, game), False)
#inst_lib.add_inst("PipeX", lambda hw, args: c_inst.get_pipe_x(hw, args, game), False)
#inst_lib.add_inst("Pixel", lambda hw, args: c_inst.check_pixel_collide(hw, args, game), False)
#inst_lib.add_inst("ScreenHeight", lambda hw, args: c_inst.get_screen_height(hw, args, game), False)
inst_lib.add_inst("For", inst.for_, True)
inst_lib.add_inst("If", inst.if_, True)
return inst_lib
if __name__ == '__main__':
main()