Example #1
0
def states_gen(agent, noOfItems, rows, cols):
    states = []
    statesChk = {}
    states.append([[0 for col in range(cols)] for row in range(rows)])
    statesChk[str(states[0])] = True
    gameBoard = TetrisGame(rows, cols)
    count = 0

    while count < noOfItems:
        agent.reset()

        gameBoard.setNewState(states[0])
        while True:
            piece = generate_piece()
            loc = agent.getLocation(piece, gameBoard)
            reward = gameBoard.addPiece(piece, loc[0], loc[1])
            rewardSeen.append(reward)

            if reward < 0:
                break

            strState = str(gameBoard.getState())
            if strState not in statesChk:
                states.append(gameBoard.getStateCopy())
                statesChk[strState] = True
                count = count + 1
    return states
Example #2
0
def states_gen(agent, noOfItems, rows, cols):
    states = []
    statesChk = {}
    states.append([[0 for col in range(cols)] for row in range(rows)])
    statesChk[str(states[0])] = True
    gameBoard = TetrisGame(rows, cols)
    count = 0

    while count < noOfItems:
        agent.reset()
        
        gameBoard.setNewState(states[0])
        while True:
            piece = generate_piece()
            loc = agent.getLocation(piece, gameBoard)
            reward = gameBoard.addPiece(piece, loc[0], loc[1])
            rewardSeen.append(reward)

            if reward < 0:
                break

            strState = str(gameBoard.getState())
            if strState not in statesChk:
                states.append(gameBoard.getStateCopy())
                statesChk[strState] = True
                count = count + 1
    return states
Example #3
0
def monteCarloEval(agent, noOfItems, dataPoints, rows, cols, init_states):
    stRewards = {}
    states = init_states
    for x in states:
        stRewards[str(x)] = [0, 0]
    if str([[0 for col in range(cols)] for row in range(rows)]) not in stRewards:
        states.append([[0 for col in range(cols)] for row in range(rows)])
        stRewards[str(states[0])] = [0,0]

    gameBoard = TetrisGame(rows, cols)
    
    count = 0
    ind_st = 0
    while count < noOfItems:
    #while stRewards[str(states[0])][1] < noOfItems:
        #stInd = randint(0, len(states) - 1)
        agent.reset()
        statesSeen = {}
        rewardSeen = []

        #gameBoard.setNewState(states[0])
        #statesSeen[str(states[0])] = 0
        #print(ind)
        if len(states) < noOfItems:
            gameBoard.setNewState(states[0])
            statesSeen[str(states[0])] = 0
        if len(states) > noOfItems:
            for j in range(ind_st, len(states)):
                temp = str(states[j])
                tup = stRewards[temp]
                if tup[1] < dataPoints:
                    ind_st = j
                    break

            gameBoard.setNewState(states[ind_st])
            statesSeen[str(states[ind_st])] = 0

        while True:
            piece = generate_piece()
            loc = agent.getLocation(piece, gameBoard)
            reward = gameBoard.addPiece(piece, loc[0], loc[1])
            rewardSeen.append(reward)

            if reward < 0:
                break

            strState = str(gameBoard.getState())
            #print(strState)
            if strState not in stRewards:
                states.append(gameBoard.getStateCopy())
            if strState not in statesSeen:
                statesSeen[strState] = len(rewardSeen)
        #print(sum(rewardSeen))
        for visitedSt, ind in statesSeen.items():
            #rewardSum = list(accumulate(list(reversed(rewardSeen))))
            rewardSum = accumulate(list(reversed(rewardSeen)))

            if visitedSt in stRewards:
                tup = stRewards[visitedSt]
                tup[1] = tup[1] + 1
                if tup[1] == dataPoints:
                    count = count + 1
                tup[0] = tup[0] + rewardSum[-(1 + ind)]
                stRewards[visitedSt] = tup
            else:
                stRewards[visitedSt] = [rewardSum[-(1 + ind)], 1]
                if 1 == dataPoints:
                    count = count + 1
        #print(rewardSum[-1])
        #print(count)
        #print(str(len(states)))

    #for key, val in stRewards.items():
    #    print(str(val))
    #    print('\n')
    #print(len(states))
    #print(stRewards[str(states[0])])
    #print(sum([sum(x) for x in states[0]]))
    #with open(fileV, "w") as V:
    #    V.write(str(stRewards))
    #with open(fileS, "w") as S:
    #    S.write(str(states))
    return [stRewards, states]
Example #4
0
def monteCarloEval(agent, noOfItems, dataPoints, rows, cols, init_states):
    stRewards = {}
    states = init_states
    for x in states:
        stRewards[str(x)] = [0, 0]
    if str([[0 for col in range(cols)]
            for row in range(rows)]) not in stRewards:
        states.append([[0 for col in range(cols)] for row in range(rows)])
        stRewards[str(states[0])] = [0, 0]

    gameBoard = TetrisGame(rows, cols)

    count = 0
    ind_st = 0
    while count < noOfItems:
        #while stRewards[str(states[0])][1] < noOfItems:
        #stInd = randint(0, len(states) - 1)
        agent.reset()
        statesSeen = {}
        rewardSeen = []

        #gameBoard.setNewState(states[0])
        #statesSeen[str(states[0])] = 0
        #print(ind)
        if len(states) < noOfItems:
            gameBoard.setNewState(states[0])
            statesSeen[str(states[0])] = 0
        if len(states) > noOfItems:
            for j in range(ind_st, len(states)):
                temp = str(states[j])
                tup = stRewards[temp]
                if tup[1] < dataPoints:
                    ind_st = j
                    break

            gameBoard.setNewState(states[ind_st])
            statesSeen[str(states[ind_st])] = 0

        while True:
            piece = generate_piece()
            loc = agent.getLocation(piece, gameBoard)
            reward = gameBoard.addPiece(piece, loc[0], loc[1])
            rewardSeen.append(reward)

            if reward < 0:
                break

            strState = str(gameBoard.getState())
            #print(strState)
            if strState not in stRewards:
                states.append(gameBoard.getStateCopy())
            if strState not in statesSeen:
                statesSeen[strState] = len(rewardSeen)
        #print(sum(rewardSeen))
        for visitedSt, ind in statesSeen.items():
            #rewardSum = list(accumulate(list(reversed(rewardSeen))))
            rewardSum = accumulate(list(reversed(rewardSeen)))

            if visitedSt in stRewards:
                tup = stRewards[visitedSt]
                tup[1] = tup[1] + 1
                if tup[1] == dataPoints:
                    count = count + 1
                tup[0] = tup[0] + rewardSum[-(1 + ind)]
                stRewards[visitedSt] = tup
            else:
                stRewards[visitedSt] = [rewardSum[-(1 + ind)], 1]
                if 1 == dataPoints:
                    count = count + 1
        #print(rewardSum[-1])
        #print(count)
        #print(str(len(states)))

    #for key, val in stRewards.items():
    #    print(str(val))
    #    print('\n')
    #print(len(states))
    #print(stRewards[str(states[0])])
    #print(sum([sum(x) for x in states[0]]))
    #with open(fileV, "w") as V:
    #    V.write(str(stRewards))
    #with open(fileS, "w") as S:
    #    S.write(str(states))
    return [stRewards, states]
Example #5
0
import constants
from game import TetrisGame

if __name__ == '__main__':

    print('\nMoves: ', '\n\ta = move piece left + down,'
          '\n\tb = move piece right + down,',
          '\n\tw = rotate piece counter clockwise + down',
          '\n\ts = rotate piece clockwise + down')

    game = TetrisGame(width=20, height=20)
    game.new_piece()
    game.place_piece()
    game.draw_area()

    while game.state == 'play!':

        print('Select your move!')
        move = input()
        while move not in constants.POSSIBLE_MOVES:
            print('Incorrect move, try to select again!')
            move = input()

        if game.avaliable_moves():

            if move == 'a':
                game.move_piece(side='left')
            elif move == 'd':
                game.move_piece(side='right')
            elif move == 'w':
                game.move_piece(side='counter_clockwise')