def run_game():
	# 初始化游戏并创建一个屏幕对象
	all_setting = AllSettings()
	stats = Gamestats(all_setting)
	pygame.init()  # 初始化pygame
	# 创建屏幕
	screen = pygame.display.set_mode((all_setting.screen_width, all_setting.screen_height))
	pygame.display.set_caption("Alien Invation")
	# 创建飞船对象
	ship = Ship(screen, all_setting)
	# 创建一个用于存储子弹,外星人,外星人子弹的编组
	bullets = Group()
	aliens = Group()
	enemy_bullets = Group()
	shield = Shield(ship, screen)
	# gf.creat_fleet(all_setting, screen, ship, aliens)
	play_button = Button(all_setting, screen, "Play")
	score_get = Scoreboard(all_setting, screen, stats)
	# 开始游戏主循环
	while True:
		gf.check_events(all_setting, screen, ship, aliens, bullets, stats, play_button, score_get, enemy_bullets)
		if stats.game_active:
			ship.update()
			shield.set_pos()
			gf.update_bullets(bullets, aliens, all_setting, screen, ship, stats, score_get, enemy_bullets)
			gf.update_aliens(all_setting, aliens, ship, stats, screen, bullets, score_get, shield, enemy_bullets)
			gf.update_enemy_bullets(enemy_bullets, all_setting)
		gf.update_screen(all_setting, screen, ship, aliens, bullets, play_button, stats, score_get, shield,
						 enemy_bullets)
Example #2
0
 def createShields(self):
     self.tb.sorting('shit')
     name = self.ui.lineEdit_shield_template.text()
     prfx = self.ui.lineEdit_shield_prefix.text()
     ot_x = self.ui.spinBox_ots_shit_X.value()
     ot_y = self.ui.spinBox_ots_shit_Y.value()
     list = self.tb.getTable('shit')
     shit = Shield(name, self.tf, self.mf, ot_x, ot_y, prfx)
     shit.createProgs(list)
     self.statusBar().showMessage('Программы Щитов созданы!')
     mes = Mess()
     mes.MesProgComplete('Программы готовы', 'Программы Щитов созданы!')
Example #3
0
    def post(self):
        methods = self.request.get('core')
        url = self.request.get('url')
        pers = self.request.get('custom_hash')
        remoteip = self.request.remote_addr       
        """
        
        challenge = self.request.get('recaptcha_challenge_field')
        response  = self.request.get('recaptcha_response_field')
        remoteip  = environ['REMOTE_ADDR']
         
        cResponse = captcha.submit(challenge,response,"6LfAO78SAAAAANHiQxEObRo36llHrkQa3kauMaD3",remoteip)

        list_url="Errore"
        """
        #if cResponse.is_valid:
        shield = Shield(remoteip)
        if shield.getShieldSentence()==False:
                try :
                    if url[0:7]!="http://":
                        url ="http://"+url
                    #result = urlfetch.fetch(url=url,method=urlfetch.GET,follow_redirects=False)
                    #if result.status_code == 200:
                    if methods=="classic":
                        res = formats.DecodeJson(core.short(url))
                        list_url = res.getMessage()
                    elif methods=="custom":
                        res = formats.DecodeJson(core.short(url,pers))
                        list_url = res.getMessage()
                    else :
                        res = "non trovato"
                        list_url = res
                    #elif result.status_code in (300,301,302,303,307):
                    #    res = "redirect"
                    #    list_url = res
                except :
                        res = "Indirizzo non valido"
                        list_url = res
        else:
            #list_url = cResponse.error_code
            list_url = "Errore Numero tentativi orari superati"

                
        template_values = {
            'urls': list_url,
           }

        path = os.path.join(os.path.dirname(__file__), 'templates/result.html')
        self.response.out.write(template.render(path, template_values))
Example #4
0
    def load(self, file_name):
        with open(file_name, 'r') as read_json:
            the_entire_file = read_json.read()
            the_entire_dict = json.loads(the_entire_file)

            for shield_name in the_entire_dict['shields']:
                the_shield_dict = the_entire_dict['shields'][shield_name]
                new_shield = Shield(shield_name, the_shield_dict['type'],
                                    the_shield_dict['size'],
                                    the_shield_dict['weight'],
                                    the_shield_dict['strength'])
                #prevents double loads, same name overwriting
                if shield_name not in self.shields:
                    # shield_name is the string, new_shield is the Shield object!
                    self.shields[shield_name] = new_shield

            for weapon_name in the_entire_dict['weapons']:
                the_weapon_dict = the_entire_dict['weapons'][weapon_name]
                new_weapon = Weapon(weapon_name, the_weapon_dict['type'],
                                    the_weapon_dict['reach'],
                                    the_weapon_dict['weight'],
                                    the_weapon_dict['strength'])

                #prevents double loads, same name overwriting
                if weapon_name not in self.weapons:
                    # shield_name is the string, new_shield is the Shield object!
                    self.weapons[weapon_name] = new_weapon

        print(self.weapons)
        print(self.shields)
Example #5
0
    def __init__(self):
        ## sets dimension of the screen and the background
        pygame.init()
        self.w = 900
        self.h = 600
        self.screen = pygame.display.set_mode((self.w, self.h), pygame.FULLSCREEN)
        self.background = pygame.image.load("background.png")

        ## creates all the objects and lists needed for the game
        self.player = Player(self.w, self.h, self.background)
        self.shooter = Shooter(self.player.x, self.player.y, self.player.d)
        self.shield = Shield(self.player.x, self.player.y, self.player.d)
        self.generator = Generator(self.player.x, self.player.y, self.player.d)
        self.bullet = Bullet(self.shooter.x, self.shooter.y, self.shooter.image_rotation)
        self.enemies = [Enemy(self.w, self.h)]
        self.enemies_2 = []
        self.counter_enemies_2_dead = 0
        self.collectible = Collectible(self.w, self.h)
        self.ray = Ray(self.w, self.h)

        ## loads energy image and sets its default value
        self.energy_5 = pygame.image.load("energy_5.png")
        self.energy = 100

        ## sets all default values
        self.points = 0
        self.killed_big_enemies = 0
        self.killed_small_enemies = 0
        self.rays_collected = 0
        self.collectibles_collected = 0

        ## initializes fonts and creates the first text
        font = pygame.font.SysFont("comic", 64)
        self.font = pygame.font.SysFont("arial", 10)
        text = font.render("Click to play", True, (255, 255, 255))

        ## loads sound
        self.sound = pygame.mixer.Sound("blip.wav")

        ## sets timer and default timer variables
        self.clock = pygame.time.Clock()
        self.timer = 0
        self.seconds = 0
        self.minutes = 0

        ## manages beginning screen and first inputs
        beginning = True
        while beginning:
            self.screen.fill((0, 0, 0))
            self.screen.blit(text, ((self.w / 2) - 150, (self.h / 2) - 64))
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.display.quit()
                if event.type == pygame.MOUSEBUTTONUP:
                    beginning = False
                    self.screen.blit(self.background, (0, 0))
                    self.screen.blit(self.player.images[1], (self.player.x, self.player.y))
                    self.screen.blit(self.shooter.image, (self.shooter.x, self.shooter.y))
                    self.running()
            pygame.display.update()
Example #6
0
def generate5(score):

    dx = random.random()
    if dx < 0.9: dx -= 1.0
    dy = random.random()
    if dy < 0.9: dy -= 1.0

    mag = 1 + score / 100
    dx *= mag
    dy *= mag

    side = random.randint(1, 4)
    if side == 1:  # left
        x = 0
        y = random.uniform(0, get_canvas_height())
        if dx < 0: dx = -dx
    elif side == 2:  # bottom
        x = random.uniform(0, get_canvas_width())
        y = 0
        if dy < 0: dy = -dy
    elif side == 3:  # right
        x = get_canvas_width()
        y = random.uniform(0, get_canvas_height())
        if dx > 0: dx = -dx
    else:  # side == 4: # up
        x = random.uniform(0, get_canvas_width())
        y = get_canvas_height()
        if dy > 0: dy = -dy

    g = Shield((x, y), (dx, dy))
    gfw.world.add(gfw.layer.shield, g)
Example #7
0
    def load_shields(self):
        sprites = SpriteSheet("shields").load_strip((0, 0, 87, 84), 4)

        return [
            Shield([sprites[i]],
                   (.20 * (i + 1) * SCREEN_WIDTH, SCREEN_HEIGHT * 0.75))
            for i in range(len(sprites))
        ]
Example #8
0
def testShip():
    alf = Shield("Standard Shield", 500, 12)
    w1 = Weapon("Standard Issue Phaser Array", 132, "Directed Energy")
    w2 = Weapon("Standard Issue Photon Torpedoes", 179, "Antimatter")
    ship = Ship("VOY", "UFP", 2000, alf, [w1, w2], 200)
    ship.addToCargoHold(ship.weapons[0])
    ship.addToCargoHold(ship.weapons[1])
    return ship
Example #9
0
 def _initEmptyBoard(self):
     """
     :return: the initialized board
     """
     board = [[Square(None, i, j) for j in range(5)] for i in range(5)]
     board[0][0] = Square(Note(False), 0, 0)
     board[0][1] = Square(Governance(False), 0, 1)
     board[0][2] = Square(Relay(False), 0, 2)
     board[0][3] = Square(Shield(False), 0, 3)
     board[0][4] = Square(Drive(False), 0, 4)
     board[1][4] = Square(Preview(False), 1, 4)
     board[3][0] = Square(Preview(True), 3, 0)
     board[4][0] = Square(Drive(True), 4, 0)
     board[4][1] = Square(Shield(True), 4, 1)
     board[4][2] = Square(Relay(True), 4, 2)
     board[4][3] = Square(Governance(True), 4, 3)
     board[4][4] = Square(Note(True), 4, 4)
     return board
    def __init__(self, starting_position, universe):
        self.position_ = starting_position
        self.universe_ = universe

        self.font_size_ = 22
        self.id_ = self.create_ID()
        self.max_health_ = 100
        self.selected_weapon_index_ = 0
        self.shield_ = Shield(self.position_, 100)
        self.size_ = 20
        self.text_antialias_ = 1
        self.ui_font_ = pygame.font.SysFont("monospace", self.font_size_)
        self.weapon_label_x_spacing_ = 5
        self.weapon_label_y_spacing_ = 10
        self.weapons_ = [Rifle(self.universe_), HomingMissiles(self.universe_)]

        self.current_weapon_ = self.weapons_[self.selected_weapon_index_]
        self.health_ = self.max_health_
Example #11
0
def game():
    pygame.init()
    play_intro()
    grid = loadtxt('maze.txt', dtype=str)
    rows, cols = grid.shape
    width, height = (24, 24)
    screen_size = (width*cols, height*rows)
    screen = pygame.display.set_mode(screen_size, 0, 32)
    block_list = []
    for col in range(cols):
        for row in range(rows):
            value = grid[row][col]
            if value == 'X':
                pos = (col*width, row*height)
                block_list.append(Brick((width, height), pos))
            elif value == 'S':
                pos = (col*width, row*height)
                block_list.append(Shield((width, height), pos))
            elif value == '-' or value == '|' or value == 'N':
                pos = (col * width, row * height)
                block_list.append(Pill((width, height), pos))
            elif value == 'P':
                pos = (col * width, row * height)
                block_list.append(Powerpill((width, height), pos))
            elif value == 'Y':
                pos = (col * width, row * height)
                block_list.append(Pacman((width, height), pos))
            elif value == 'b':
                pos = (col * width, row * height)
                block_list.append(Blinky((width, height), pos))
            elif value == 'i':
                pos = (col * width, row * height)
                block_list.append(Inky((width, height), pos))
            elif value == 'p':
                pos = (col * width, row * height)
                block_list.append(Pinky((width, height), pos))
            elif value == 'c':
                pos = (col * width, row * height)
                block_list.append(Clyde((width, height), pos))
    background = pygame.Surface(screen_size).convert()
    background.fill((0, 0, 0))

    while True:
        for event in pygame.event.get():
            if event.type == QUIT:
                exit()
        # pacman.move()
        # for tile in tiles:
        #     pacman.collide(tile)
        screen.blit(background, (0, 0))
        for blocks in block_list:
            blocks.draw(screen)
        # pacman.draw(screen)
        pygame.display.update()
Example #12
0
 def __init__(self, x=0, y=0, vx=0, vy=0):
     super().__init__(x, y, vx, vy)
     self.oldVel = self.vel
     self.input = {}
     self.input['left'] = False
     self.input['right'] = False
     self.input['up'] = False
     self.input['down'] = False
     self.input['shot'] = False
     self.input['dash'] = False
     self.wasMoving = False
     self.active = True
     self.bullets = []
     self.radius = Player.RADIUS
     self.cooldownS = 0  #Player.SHOT_COOLDOWN
     self.dashCool = 0  #Player.DASH_COOLDOWN
     self.mouseDir = Vector(1, 0)
     self.attackMode = Player.AttackMode.SHOOTING
     self.shield = Shield(self.pos, self.radius * 1.2)
     self.melee = Melee(self.pos, self.radius * 1.8)
Example #13
0
 def create_shield(self):
     shield_name = input(
         '\tWhat is the name of the shield we are creating? ')
     shield_type = input(
         '\tWhat is the type of the shield we are creating? ')
     size = int(input('\tWhat is the shield size? '))
     weight = int(input('\tWhat is the shield weight? '))
     strength = int(input('\tWhat is the shield strength? '))
     if shield_name not in self.shields:
         self.shields[shield_name] = Shield(shield_name, shield_type, size,
                                            weight, strength)
         print('\t The shield %s has been created.' % shield_name)
Example #14
0
def dcmotor (learning_method, number_of_rollouts, simulation_steps, learning_eposides, critic_structure, actor_structure, train_dir,\
            nn_test=False, retrain_shield=False, shield_test=False, test_episodes=100):
    A = np.matrix([[0.98965, 1.4747e-08], [7.4506e-09, 0]])

    B = np.matrix([[128], [0]])

    #intial state space
    s_min = np.array([[-1.0], [-1.0]])
    s_max = np.array([[1.0], [1.0]])

    #sample an initial condition for system
    x0 = np.matrix([
        [random.uniform(s_min[0, 0], s_max[0, 0])],
        [random.uniform(s_min[1, 0], s_max[1, 0])],
    ])
    print("Sampled initial state is:\n {}".format(x0))

    Q = np.matrix("1 0 ; 0 1")
    R = np.matrix(".0005")

    x_min = np.array([[-1.5], [-1.5]])
    x_max = np.array([[1.5], [1.5]])
    u_min = np.array([[-1.]])
    u_max = np.array([[1.]])

    env = Environment(A, B, u_min, u_max, s_min, s_max, x_min, x_max, Q, R)

    args = {
        'actor_lr': 0.000001,
        'critic_lr': 0.00001,
        'actor_structure': actor_structure,
        'critic_structure': critic_structure,
        'buffer_size': 1000000,
        'gamma': 0.99,
        'max_episode_len': 100,
        'max_episodes': learning_eposides,
        'minibatch_size': 64,
        'random_seed': 6553,
        'tau': 0.005,
        'model_path': train_dir + "model.chkp",
        'enable_test': nn_test,
        'test_episodes': test_episodes,
        'test_episodes_len': 5000
    }
    actor = DDPG(env, args)

    #################### Shield #################
    model_path = os.path.split(args['model_path'])[0] + '/'
    linear_func_model_name = 'K.model'
    model_path = model_path + linear_func_model_name + '.npy'

    shield = Shield(env, actor, model_path, force_learning=retrain_shield)
    shield.train_shield(learning_method,
                        number_of_rollouts,
                        simulation_steps,
                        explore_mag=0.0004,
                        step_size=0.0005)
    if shield_test:
        shield.test_shield(test_episodes, 5000, mode="single")
Example #15
0
def cap_attack(bots, cap):

    global money
    for b in bots:
        if cap.range >= math.sqrt(
            (cap.rect.centerx - b.rect.centerx)**2 +
            (cap.rect.centery - b.rect.centery)**2
        ) and cap.rect.x != cap.x and not cap.moving and cap.shield == None:
            cap.shield = Shield(cap.rect.x, cap.rect.y)
            cap.direction = direction(cap, b)

    if cap.shield != None:
        money += cap.shield.throw(cap, bots, DISPLAYSURF)

    cap.change_image()
Example #16
0
	def prep_shield_count(self):
		"""Show how many shields are left"""
		# Position the shield_image below the ship_image
		self.shield_image = Group()	
		shield = Shield(self.ai_settings, self.screen, size='mini')
		shield.rect.x = 20
		shield.rect.y = 20 + self.ship.height
		self.shield_image.add(shield)
		
		# Display the shield count image
		self.display_shield_count()
		
		#Position the shield count image
		self.shield_count_rect = self.shield_count.get_rect()
		self.shield_count_rect.y = shield.rect.y + 10
		self.shield_count_rect.left = shield.rect.right + 10
Example #17
0
def test_shield():
    shield = Shield ("192.168.1.1")
    assert shield.getShieldSentence() == False
    shield2 = Shield("192.168.1.1")
    assert shield2.getShieldSentence() == False
    shield3 =Shield("192.168.1.1")
    shield4 = Shield("192.168.1.1")
    shield5=Shield("192.168.1.1")
    shield6=Shield("192.168.1.1")
    shield7=Shield("192.168.1.1")
    assert shield7.getShieldSentence() == True
Example #18
0
def cooling (learning_method, number_of_rollouts, simulation_steps, learning_eposides, critic_structure, actor_structure, train_dir,\
            nn_test=False, retrain_shield=False, shield_test=False, test_episodes=100):
  A = np.matrix([
    [1.01,0.01,0],
    [0.01,1.01,0.01],
    [0.0,0.01,1.01]])
  B = np.matrix([
    [1, 0, 0],
    [0, 1, 0],
    [0, 0, 1]])

  #intial state space
  s_min = np.array([[  1.6],[ 1.6], [1.6]])
  s_max = np.array([[  3.2],[ 3.2], [3.2]])

  Q = np.eye(3)
  R = np.eye(3)

  x_min = np.array([[-3.2],[-3.2],[-3.2]])
  x_max = np.array([[3.2],[3.2],[3.2]])
  u_min = np.array([[-1.],[-1.],[-1.]])
  u_max = np.array([[ 1.],[ 1.],[ 1.]])

  env = Environment(A, B, u_min, u_max, s_min, s_max, x_min, x_max, Q, R, bad_reward=-1000)

  args = { 'actor_lr': 0.001,
           'critic_lr': 0.01,
           'actor_structure': actor_structure,
           'critic_structure': critic_structure, 
           'buffer_size': 1000000,
           'gamma': 0.99,
           'max_episode_len': 100,
           'max_episodes': learning_eposides,
           'minibatch_size': 64,
           'random_seed': 6553,
           'tau': 0.005,
           'model_path': train_dir+"model.chkp",
           'enable_test': nn_test, 
           'test_episodes': test_episodes,
           'test_episodes_len': 5000}
  actor = DDPG(env, args)

  #################### Shield #################
  model_path = os.path.split(args['model_path'])[0]+'/'
  linear_func_model_name = 'K.model'
  model_path = model_path+linear_func_model_name+'.npy'

  names = {0:"cart position, meters", 1:"cart velocity", 2:"pendulum angle, radians", 3:"pendulum angle velocity"}
  shield = Shield(env, actor, model_path, force_learning=retrain_shield)
  shield.train_shield(learning_method, number_of_rollouts, simulation_steps, names=names, explore_mag = 0.02, step_size = 0.0025)
  if shield_test:
    shield.test_shield(test_episodes, 5000, mode="single")
Example #19
0
def readFile(screen, blocks, shield, powerpills, intersections):
    file = open("images/otherpacmanportalmaze.txt", "r")
    contents = file.read()
    line = ''
    all_lines = []
    for chars in contents:
        if chars != '\n':
            line += chars
        else:
            all_lines.append(line)
            line = ''
    i = 0
    j = 0
    intersection_num = 0
    for rows in all_lines:
        for chars in rows:
            if chars == 'X':
                new = Blocks(screen)
                new.rect.x, new.rect.y = 13 * i, 13 * j
                blocks.add(new)
            elif chars == 'd':
                thepowerpill = Powerpills(screen)
                thepowerpill.rect.x, thepowerpill.rect.y = 13 * i, 13 * j
                powerpills.add(thepowerpill)
            elif chars == 'b':
                thepowerpill = Powerpills(screen, 'big')
                thepowerpill.rect.x, thepowerpill.rect.y = 13 * i, 13 * j
                powerpills.add(thepowerpill)
            elif chars == 'i':
                intersection = Intersections(screen, intersection_num)
                intersection_num += 1
                intersection.rect.x, intersection.rect.y = 13 * i, 13 * j
                intersections.add(intersection)
            elif chars == 'o':
                theshield = Shield(screen)
                theshield.rect.x, theshield.rect.y = 13 * i, 13 * j
                shield.add(theshield)
            i += 1
        i = 0
        j += 1
Example #20
0
def cruise (learning_method, number_of_rollouts, simulation_steps,learning_eposides, critic_structure, actor_structure, train_dir,\
            nn_test=False, retrain_shield=False, shield_test=False, test_episodes=100):
  A = np.matrix([[0.99501]])

  B = np.matrix([[0.0078125]])

  #intial state space
  s_min = np.array([[-1.0]])
  s_max = np.array([[ 1.0]])

  Q = np.matrix("1")
  R = np.matrix(".0005")

  x_min = np.array([[-1.5]])
  x_max = np.array([[ 1.5]])
  u_min = np.array([[-10.]])
  u_max = np.array([[ 10.]])

  env = Environment(A, B, u_min, u_max, s_min, s_max, x_min, x_max, Q, R)

  args = { 'actor_lr': 0.0001,
           'critic_lr': 0.001,
           'actor_structure': actor_structure,
           'critic_structure': critic_structure, 
           'buffer_size': 1000000,
           'gamma': 0.99,
           'max_episode_len': 100,
           'max_episodes': learning_eposides,
           'minibatch_size': 64,
           'random_seed': 6553,
           'tau': 0.005,
           'model_path': train_dir+"model.chkp",
           'enable_test': nn_test, 
           'test_episodes': test_episodes,
           'test_episodes_len': 5000}

  actor = DDPG(env, args)
  
  #################### Shield #################
  model_path = os.path.split(args['model_path'])[0]+'/'
  linear_func_model_name = 'K.model'
  model_path = model_path+linear_func_model_name+'.npy'

  shield = Shield(env, actor, model_path, force_learning=retrain_shield, debug=False)
  shield.train_shield(learning_method, number_of_rollouts, simulation_steps, eq_err=0, explore_mag = 1.0, step_size = 1.0)
  if shield_test:
    shield.test_shield(test_episodes, 5000, mode="single")
def readFile(screen, blocks, shield, powerpills, portal):
    file = open("images/otherpacmanportalmaze.txt", "r")
    contents = file.read()
    line = ''
    all_lines = []
    for chars in contents:
        if chars != '\n':
            line += chars
        else:
            all_lines.append(line)
            line = ''
    i = 0
    j = 0
    for rows in all_lines:
        for chars in rows:
            if chars == 'X':
                new = Blocks(screen)
                new.rect.x, new.rect.y = 13 * i, 13 * j
                blocks.add(new)
            elif chars == 'd':
                thepowerpill = Powerpills(screen)
                thepowerpill.rect.x, thepowerpill.rect.y = 13 * i, 13 * j
                powerpills.add(thepowerpill)
            elif chars == 'o':
                theshield = Shield(screen)
                theshield.rect.x, theshield.rect.y = 13 * i, 13 * j
                shield.add(theshield)
            # This is where the horizontal portal is supposed to be
            elif chars == 'h':
                pass
            # Vertical portal?
            elif chars == 'P':
                theportal = Portal(screen)
                theportal.rect.x, theportal.rect.y = 13 * i, 13 * j
                portal.add(theportal)
                pass
            i += 1
        i = 0
        j += 1
Example #22
0
    def create_shields(cls, *groups):
        """Create the shields which block bullets.

        Arguments:
            groups (pygame.sprite.Group): The groups the shields will be in.

        Returns:
            list [Shield]: The shields that were created.
        """
        shields = []

        shield_gap = int((DISPLAY.width - NUM_SHIELDS * SHIELD.width) /
                         (NUM_SHIELDS + 1))

        start = shield_gap
        end = DISPLAY.width - SHIELD.width
        step = SHIELD.width + shield_gap

        for pos_x in range(start, end, step):
            shields.append(Shield((pos_x, SHIELD_HEIGHT), *groups))

        return shields
Example #23
0
def readFile(screen, blocks, shield, pellets, powerpellets):
    file = open("maze.txt", "r")
    contents = file.read()
    line = ''
    all_lines = []
    for chars in contents:
        if chars != '\n':
            line += chars
        else:
            all_lines.append(line)
            line = ''
    i = 0
    j = 0
    for rows in all_lines:
        for chars in rows:
            if chars == 'X':
                new = Bricks(screen)
                new.rect.x, new.rect.y = 13 * i, 13 * j
                blocks.add(new)
            elif chars == 'P':
                thepowerpellets = PowerPellets(screen)
                thepowerpellets.rect.x, thepowerpellets.rect.y = 13 * i, 13 * j
                powerpellets.add(thepowerpellets)
            elif chars == '-':
                theshield = Shield(screen)
                theshield.rect.x, theshield.rect.y = 13 * i, 13 * j
                shield.add(theshield)
            elif chars == 'o':
                thepellets = Pellets(screen)
                thepellets.rect.x, thepellets.rect.y = 13 * i, 13 * j
                pellets.add(thepellets)
            elif chars == 'T':
                pass
            i += 1
        i = 0
        j += 1
Example #24
0
def create_shield(ai_settings, screen, stats, shield):
	"""Add one shield to group Shield"""
	if (stats.alien_kills % ai_settings.shield_drop_point == 0):
		if (len(shield) < 1):
			new_shield = Shield(ai_settings, screen)
			shield.add(new_shield)	
Example #25
0
    def __init__(self):
        ##THESE LINES JUST HOLD HARDCODED LISTS AND DICTS SO TO FIND OTHER ATTRS SCROLL DOWN FOR THE NEXT UNINDENTED COMMENT
        #list of classes with ships in them for the player to play
        #use the players faction as a DICT key to view the list of playable ships
        self.playerShips = {
            "UFP": [  #Could add the warship voyager
                Ship("Enterprise A", "UFP", 1000,
                     Shield("Standard Issue Shield", 150, 12), [
                         Weapon("Standard Phasers", 100, "Energy"),
                         Weapon("Photon Torpedo", 150, "Antimatter")
                     ], 100),
                Ship("Enterprise B", "UFP", 1400,
                     Shield("Standard Issue Shield", 300, 24), [
                         Weapon("Standard Phasers", 140, "Energy"),
                         Weapon("Photon Torpedo", 190, "Antimatter")
                     ], 125),
                Ship("Enterprise C", "UFP", 1750,
                     Shield("Standard Issue Shield", 450, 36), [
                         Weapon("Standard Phasers", 180, "Energy"),
                         Weapon("Photon Torpedo", 230, "Antimatter")
                     ], 200),
                Ship("Enterprise D", "UFP", 2000,
                     Shield("Standard Issue Shield", 600, 48), [
                         Weapon("Standard Phasers", 215, "Energy"),
                         Weapon("Photon Torpedo", 255, "Antimatter")
                     ], 220),
                Ship("Enterprise E", "UFP", 3200,
                     Shield("Standard Issue Shield", 900, 60), [
                         Weapon("Standard Phasers", 280, "Energy"),
                         Weapon("Photon Torpedo", 320, "Antimatter"),
                         Weapon("Quantum Torpedo", 570, "Special")
                     ], 260),
                Ship("Voyager", "UFP", 2200,
                     Shield("Standard Issues Shield", 650, 32), [
                         Weapon("Standard Phasers", 245, "Energy"),
                         Weapon("Photon Torpedo", 260, "Antimatter")
                     ], 200),
                Ship("Defiant", "UFP", 3000,
                     Shield("Standard Issues Shield", 900, 60), [
                         Weapon("Pulse Phasers", 250, "Energy"),
                         Weapon("Photon Torpedo", 320, "Antimatter"),
                         Weapon("Quantum Torpedo", 570, "Special")
                     ], 200),
                Ship("Polaris", "UFP", 4000,
                     Shield("Standard Issues Shield", 1100, 60), [
                         Weapon("Standard Phasers", 280, "Energy"),
                         Weapon("Photon Torpedo", 350, "Antimatter"),
                         Weapon("Quantum Torpedo", 630, "Special")
                     ], 250)
            ],
            "Cardassian": [
                Ship("Galor Class", "Cardassian", 1800,
                     Shield("Standard Shield", 550, 22), [
                         Weapon("Phaser Array", 200, "Energy"),
                         Weapon("Antimatter Torpedo", 245, "Antimatter")
                     ], 200),
                Ship("Hideki Class", "Cardassian", 1400,
                     Shield("Standard Shield", 250, 15), [
                         Weapon("Phaser Array", 150, "Energy"),
                         Weapon("Antimatter Torpedo", 230, "Antimatter")
                     ], 140),
                Ship("Kutet Class", "Cardassian", 2200,
                     Shield("Standard Shield", 900, 30), [
                         Weapon("Phasr Array", 340, "Energy"),
                         Weapon("Antimatter Torpedo", 270, "Antimatter")
                     ], 250),
            ],
            "Klingon": [
                Ship("B'rel", "Klingon", 1200,
                     Shield("Standard Shield", 250, 26), [
                         Weapon("Disruptors", 135, "Energy"),
                         Weapon("Photon Torpedo", 245, "Antimatter")
                     ], 100),
                Ship("Vor'cha", "Klingon", 1600,
                     Shield("Standard Shield", 400, 26), [
                         Weapon("Disruptors", 180, "Energy"),
                         Weapon("Photon Torpedo", 300, "Antimatter")
                     ], 150),
                Ship("K'vort", "Klingon", 2000,
                     Shield("Standard Shield", 550, 32), [
                         Weapon("Disruptors", 215, "Energy"),
                         Weapon("Photon Torpedo", 330, "Antimatter")
                     ], 175),
                Ship("Negh'Var", "Klingon", 2400,
                     Shield("Standard Shield", 700, 38), [
                         Weapon("Disruptors", 260, "Energy"),
                         Weapon("Photon Torpedo", 360, "Antimatter")
                     ], 200),
                Ship("Sword of Kahless", "Klingon", 3000,
                     Shield("Standard Shield", 900, 50), [
                         Weapon("Disruptors", 300, "Energy"),
                         Weapon("Photon Torpedo", 400, "Antimatter")
                     ], 250)
            ],
            "Romulan": [
                Ship("D7 Class", "Romulan", 1250,
                     Shield("Standard Shield", 300, 20), [
                         Weapon("Tri-Phasic Emitters", 180, "Energy"),
                         Weapon("Plasma Torpedo", 245, "Plasma")
                     ], 110),
                Ship("Valdore", "Romulan", 2000,
                     Shield("Standard Shield", 500, 38), [
                         Weapon("Tri-Phasic Emitters", 225, "Energy"),
                         Weapon("Plasma Torpedo", 300, "Plasma")
                     ], 250),
                Ship("D'deridex", "Romulan", 2500,
                     Shield("Standard Shield", 800, 56), [
                         Weapon("Tri-Phasic Emitters", 270, "Energy"),
                         Weapon("Plasma Torpedo", 360, "Plasma")
                     ], 250),
                Ship("Scimitar", "Romulan", 3600,
                     Shield("Standard Shield", 1100, 73), [
                         Weapon("Tri-Phasic Emitters", 330, "Energy"),
                         Weapon("Plasma Torpedo", 400, "Plasma"),
                         Weapon("Thalaron Pulse", 700, "Special")
                     ], 250)
            ],
            "Dominion": [
                Ship("Jem'Hadar Cruiser", "Dominion", 1250,
                     Shield("Polaron Shield", 300, 20), [
                         Weapon("Phased Polaron Beam", 180, "Polaron"),
                         Weapon("Polaron Torpedo", 245, "Polaron")
                     ], 110),
                Ship("Chimera Battlecruiser", "Dominion", 2200,
                     Shield("Polaron Shield", 700, 30), [
                         Weapon("Phased Polaron Beam", 250, "Polaron"),
                         Weapon("Polaron Torpedo", 260, "Polaron")
                     ], 110),
                Ship("Hydra Dreadnought", "Dominion", 3000,
                     Shield("Polaron Shield", 700, 40), [
                         Weapon("Phased Polaron Beam", 320, "Polaron"),
                         Weapon("Polaron Torpedo", 280, "Polaron")
                     ], 110)
            ],
            "Borg": [
                Ship("Borg Sphere", "Borg", 2500, Shield("No Shield", 0, 0), [
                    Weapon("Borg Cutting Beam", 300, "Energy"),
                    Weapon("Shield Drain Torpedo", 400, "Drain")
                ], 100),
                Ship("Borg Cube", "Borg", 5000, Shield("No Shield", 0, 0), [
                    Weapon("Borg Cutting Beam", 700, "Energy"),
                    Weapon("Shield Drain Torpedo", 800, "Drain")
                ], 150),
                Ship("Borg Diamond", "Borg", 3300, Shield("No Shield", 0, 0), [
                    Weapon("Borg Cutting Beam", 500, "Energy"),
                    Weapon("Shield Drain Torpedo", 600, "Drain")
                ], 125),
                Ship("Progenitor", "Borg", 92000, Shield("No Shield", 0, 0), [
                    Weapon("Borg Cutting Beam", 20000, "Energy"),
                    Weapon("Ragnarok Torpedo", 50000, "Dark Matter"),
                    Weapon("Reaper Beam", 90000, "Polaron")
                ], 500)
            ]  #Reaper beam is not actually Polaron based, just needs it here to bypass shields
        }

        #The Keys in this list also double up as the playable factions
        #as well as the keys in playerShips
        self.alliances = {
            "UFP": "UFP;Bajoran;",
            "Klingon": "Klingon;",
            "Cardassian": "Cardassian;Dominion;",
            "Dominion": "Dominion;Cardassian;Breen;",
            "Romulan": "",
            "Borg": ""
        }
        #These will be possible factions for other ships
        self.factions = [
            "UFP", "Klingon", "Bajoran", "Cardassian", "Dominion", "Breen",
            "Hirogen", "Borg", "Romulan", "Orion Pirates", "Nausicaans",
            "Aaamazzarite", "Acamarian", "Aenar", "Akritirian", "Allasomorph",
            "Antaran", "Berellian", "Ferengi", "Horta", "Kazon", "Ocampa",
            "Species 8472", "Tholian", "Tellarite", "Viidians"
        ]
        ## THIS IS WHERE OTHER ATTRS WILL BE STORED SUCH AS THE PLAYER AND MAP OBJECTS
        self.player = self.setupPlayer()  # sets up the player object
        self.setupGame()  # sets up the game difficulty and creates the gameMap
        self.lastAction = None  # a variable to hold the last action the player performed
        self.activeShips = {
        }  #holds dict of active Enemy objects as {name STR:OBJ(Enemy)}
        self.enemyThreads = []
Example #26
0
def car(learning_method,
        number_of_rollouts,
        simulation_steps,
        learning_episodes,
        actor_structure,
        critic_structure,
        train_dir,
        nn_test=False,
        retrain_shield=False,
        shield_test=False,
        test_episodes=100,
        retrain_nn=False,
        safe_training=False,
        shields=1,
        episode_len=100,
        penalty_ratio=0.1):

    # Set up the actual model
    def f(x, u):
        return np.matrix([[x[1, 0]],
                          [0.001 * u[0, 0] - 0.0025 * np.cos(3 * x[0, 0])]])

    def f_to_str(K):
        kstr = K_to_str(K)
        f = []
        f.append("x[2]")
        f.append("0.001*{} - 0.0025 * cos(3 * x[1])".format(kstr[0]))
        return f

    def rewardf(x, Q, u, R):
        return x[0, 0] - 0.6

    def testf(x, u):
        return x[0, 0] < -np.pi / 3

    def terminalf(x):
        return x[0, 0] >= 0.6

    x_min = np.array([[-1.2], [-0.007]])
    x_max = np.array([[0.7], [0.007]])

    s_min = np.array([[-0.5], [0.0]])
    s_max = np.array([[-0.5], [0.0]])

    u_min = np.array([[-1.0]])
    u_max = np.array([[1.0]])

    # Set up a linearized model
    # We'll use splits at -0.1 to 0.1 around each peak (since the dynamics
    # use cos(3x), the peaks are at multiples of pi / 3).
    breaks = [-np.pi / 3 - 0.2, -np.pi / 3 + 0.2, -0.2, 0.2, np.pi / 3 - 0.2]
    break_breaks = [5, 5, 5]
    mins = [
        -np.cos(-np.pi - 0.6), -np.cos(-np.pi + 0.6), -1, -1,
        np.cos(np.pi - 0.6)
    ]
    maxes = [1, 1, -np.cos(-0.6), -np.cos(0.6), 1]
    lower_As = []
    upper_As = []
    B = np.array([[0.0], [0.001]])
    for i in range(len(breaks) - 1):
        max_m = (maxes[i + 1] - maxes[i]) / (breaks[i + 1] - breaks[i])
        min_m = (mins[i + 1] - mins[i]) / (breaks[i + 1] - breaks[i])
        # lA * x + B * u <= x' <= uA * x + B * u
        lower_As.append(np.matrix([[0.0, 1.0], [0.0025 * min_m, 0.0]]))
        upper_As.append(np.matrix([[0.0, 1.0], [0.0025 * max_m, 0.0]]))
    Bs = [B] * len(lower_As)

    # We consider unsafe behavior to be moving over the left side of the hill
    uA = np.matrix([[1.0, 0.0]])
    ub = np.matrix([[-np.pi / 3]])

    env = PolySysEnvironment(f,
                             f_to_str,
                             rewardf,
                             testf,
                             None,
                             2,
                             1,
                             None,
                             None,
                             s_min,
                             s_max,
                             x_min=x_min,
                             x_max=x_max,
                             u_min=u_min,
                             u_max=u_max,
                             timestep=1.0,
                             terminalf=terminalf,
                             unsafe_A=uA,
                             unsafe_b=ub,
                             approx=True,
                             breaks=breaks,
                             break_breaks=break_breaks,
                             lower_As=lower_As,
                             lower_Bs=Bs,
                             upper_As=upper_As,
                             upper_Bs=Bs)

    if retrain_nn:
        args = {
            'actor_lr': 0.0001,
            'critic_lr': 0.001,
            'actor_structure': actor_structure,
            'critic_structure': critic_structure,
            'buffer_size': 1000000,
            'gamma': 0.99,
            'max_episode_len': episode_len,
            'max_episodes': learning_episodes,
            'minibatch_size': 64,
            'random_seed': 6554,  # 6553
            'tau': 0.005,
            'model_path': train_dir + "retrained_model.chkp",
            'enable_test': nn_test,
            'test_episodes': test_episodes,
            'test_episodes_len': 500
        }
    else:
        args = {
            'actor_lr': 0.0001,
            'critic_lr': 0.001,
            'actor_structure': actor_structure,
            'critic_structure': critic_structure,
            'buffer_size': 1000000,
            'gamma': 0.99,
            'max_episode_len': episode_len,
            'max_episodes': 0,
            'minibatch_size': 64,
            'random_seed': 6553,
            'tau': 0.005,
            'model_path': train_dir + "model.chkp",
            'enable_test': nn_test,
            'test_episodes': test_episodes,
            'test_episodes_len': 500
        }

    Ks = [np.matrix([[0.0, 0.0]])]
    invs = [(np.matrix([[1, 0], [-1, 0], [0, 1],
                        [0, -1]]), np.matrix([[0.8], [0.8], [0.07], [0.07]]))]
    covers = [(invs[0][0], invs[0][1], np.matrix([[-0.8], [-0.07]]),
               np.matrix([[0.8], [0.07]]))]

    bound = 30
    initial_shield = Shield(env,
                            K_list=Ks,
                            inv_list=invs,
                            cover_list=covers,
                            bound=bound)

    actor, shield = DDPG(env,
                         args,
                         safe_training=safe_training,
                         shields=shields,
                         initial_shield=initial_shield,
                         penalty_ratio=penalty_ratio)

    if shield_test:
        shield.test_shield(actor, test_episodes, 5000)

    actor.sess.close()
Example #27
0
def obstacle(learning_method, number_of_rollouts, simulation_steps,
        learning_episodes, actor_structure, critic_structure, train_dir,
        nn_test=False, retrain_shield=False, shield_test=False,
        test_episodes=100, retrain_nn=False, safe_training=False, shields=1,
        episode_len=100, penalty_ratio=0.1):

    A = 0.2 * np.matrix([[0.0, 0.0, 10.0,  0.0, 0.0],
                         [0.0, 0.0,  0.0, 10.0, 0.0],
                         [0.0, 0.0,  0.0,  0.0, 0.0],
                         [0.0, 0.0,  0.0,  0.0, 0.0],
                         [0.0, 0.0,  0.0,  0.0, 0.0]])
    B = 0.5 * np.matrix([[0.0, 0.0], [0.0, 0.0], [10.0, 0.0], [0.0, 10.0], [0.0, 0.0]])

    #s_min = np.array([[-0.1], [-0.1], [-0.1], [-0.1], [1]])
    #s_max = np.array([[0.1], [0.1], [0.1], [0.1], [1]])
    s_min = np.array([[0.0], [0.0], [0.0], [0.0], [1.0]])
    s_max = np.array([[0.0], [0.0], [0.0], [0.0], [1.0]])

    x_goal = 3.0
    y_goal = 0.0

    x_min = np.array([[-10.0], [-10.0], [-20.0], [-20.0], [0.0]])
    x_max = np.array([[ 10.0], [ 10.0], [ 20.0], [ 20.0], [2.0]])

    def rewardf(x, u):
        return -(abs(x[0,0] - x_goal) + abs(x[1,0] - y_goal))

    def terminalf(x):
        return x[0,0] >= x_goal and x[1,0] >= y_goal

    u_min = np.array([[-2.0], [-2.0]])
    u_max = np.array([[ 5.0], [ 5.0]])

    # There is a box at [0, 2] to [1, 3] which is unsafe

    unsafe_A = [np.matrix([[ 1.0,  0.0, 0.0, 0.0, 0.0],
                           [-1.0,  0.0, 0.0, 0.0, 0.0],
                           [ 0.0,  1.0, 0.0, 0.0, 0.0],
                           [ 0.0, -1.0, 0.0, 0.0, 0.0]])]
    unsafe_b = [np.matrix([[1.0], [0.0], [3.0], [-2.0]])]

    env = Environment(A, B, u_min, u_max, s_min, s_max, x_min, x_max,
            None, None, continuous=True, rewardf=rewardf, terminalf=terminalf,
            unsafe_A=unsafe_A, unsafe_b=unsafe_b)

    if retrain_nn:
        args = { 'actor_lr': 0.0001,
                 'critic_lr': 0.001,
                 'actor_structure': actor_structure,
                 'critic_structure': critic_structure, 
                 'buffer_size': 1000000,
                 'gamma': 0.99,
                 'max_episode_len': episode_len,
                 'max_episodes': learning_episodes,   # originally 1000
                 'minibatch_size': 64,
                 'random_seed': 6553,
                 'tau': 0.005,
                 'model_path': train_dir+"retrained_model.chkp",
                 'enable_test': nn_test, 
                 'test_episodes': test_episodes,
                 'test_episodes_len': 5000}
    else:
        args = { 'actor_lr': 0.0001,
                 'critic_lr': 0.001,
                 'actor_structure': actor_structure,
                 'critic_structure': critic_structure, 
                 'buffer_size': 1000000,
                 'gamma': 0.99,
                 'max_episode_len': episode_len,
                 'max_episodes': learning_episodes,
                 'minibatch_size': 64,
                 'random_seed': 6553,
                 'tau': 0.005,
                 'model_path': train_dir+"model.chkp",
                 'enable_test': nn_test, 
                 'test_episodes': test_episodes,
                 'test_episodes_len': 5000}

    Ks = [np.matrix([[0.0, 0.0, 0.0, 0.0, 0.0], [0.0, 0.0, 0.0, 0.0, 0.0]]),
          np.matrix([[0.0, 0.0, 0.0, 0.0, 0.0], [0.0, 0.0, 0.0, 0.0, 0.0]])]
    invs = [(np.matrix([[-1.0, 0.0,  0.0, 0.0, 0.0],
                        [ 0.0, 0.0, -1.0, 0.0, 0.0]]),
             np.matrix([[-1.5], [1.25]])),
            (np.matrix([[0.0, 1.0, 0.0, 0.0, 0.0],
                        [0.0, 0.0, 0.0, 1.0, 0.0]]),
             np.matrix([[1.5], [1.25]]))]
    covers = [(invs[0][0], invs[0][1],
               np.matrix([[1.5, -0.5, -0.3, -0.3, 1.0]]),
               np.matrix([[x_goal + 0.5, y_goal + 0.5, 2.0, 2.0, 1.0]])),
              (invs[1][0], invs[1][1],
               np.matrix([[-0.5, -0.5, -0.3, -0.3, 1.0]]),
               np.matrix([[x_goal + 0.1, 0.5,  2.0, 1.0, 1.0]]))]

    bound = 8

    initial_shield = Shield(env, K_list=Ks, inv_list=invs, cover_list=covers,
            bound=bound)

    actor, shield = DDPG(env, args, safe_training=safe_training, shields=shields,
            initial_shield=initial_shield, penalty_ratio=penalty_ratio, bound=bound)

    if shield_test:
        shield.test_shield(actor, test_episodes, 5000)

    actor.sess.close()
Example #28
0
        alf = Enemy("{} ship".format(factionChoice),factionChoice,hull,s,[w1,w2])
    return alf
    





#----------TESTS----------#
#from enemy import Enemy
#from ship import Ship, voy
##nx = Enemy("Enterprise NX","UFP",1500,voy.shield,voy.weapons)
##
weyWep1 = Weapon("Phased Polaron Beam",213,"Polaron")
weyWep2 = Weapon("Polaron Torpedo",297,"Polaron")
weyShield = Shield("Polaron Shield",1000,12)
weyoun = Enemy("Hydra Battlecruiser","Dominion",4000,weyShield,[weyWep1,weyWep2])
##
##
##def fightNX():
##    voy.raiseShields()
##    while voy.alive and nx.alive:
##        choice = random.randint(0,1)
##        nx.receiveDamage(voy.weapons[choice])
##        voy.receiveDamage(nx.weapons[choice])
##        nx.updateShields()
##        
##    if voy.alive:
##        print("Voy won")
##    else:
##        print("NX won")
Example #29
0
def biology (learning_method, number_of_rollouts, simulation_steps, learning_eposides, critic_structure, actor_structure, train_dir,\
            nn_test=False, retrain_shield=False, shield_test=False, test_episodes=100, retrain_nn=False):
  # 10-dimension and 1-input system and 1-disturbance system
  ds = 3
  us = 2

  #Dynamics that are defined as a continuous function!
  def f (x, u):
    #random disturbance
    #d = random.uniform(0, 20)
    delta = np.zeros((ds, 1), float)
    delta[0,0] = -0.01*x[0,0] - x[1,0]*(x[0,0]+4.5) + u[0,0]
    delta[1,0] = -0.025*x[1,0] + 0.000013*x[2,0]
    delta[2,0] = -0.093*(x[2,0] + 15) + (1/12)*u[1,0]
    return delta

  #Closed loop system dynamics to text
  def f_to_str(K):
    kstr = K_to_str(K)
    f = []
    f.append("-0.01*x[1] - x[2]*(x[1]+4.5) + {}".format(kstr[0]))
    f.append("-0.025*x[2] + 0.000013*x[3]")
    f.append("-0.093*(x[3] + 15) + (1/12)*{}".format(kstr[1]))
    return f

  h = 0.01

  # amount of Gaussian noise in dynamics
  eq_err = 1e-2

  #intial state space
  s_min = np.array([[-2],[-0],[-0.1]])
  s_max = np.array([[ 2],[ 0],[ 0.1]])

  Q = np.zeros((ds,ds), float)
  R = np.zeros((us,us), float)
  np.fill_diagonal(Q, 1)
  np.fill_diagonal(R, 1)

  #user defined unsafety condition
  def unsafe_eval(x):
    if (x[0,0] >= 5):
      return True
    return False
  def unsafe_string():
    return ["x[1] - 5"]

  def rewardf(x, Q, u, R):
    reward = 0
    reward += -np.dot(x.T,Q.dot(x))-np.dot(u.T,R.dot(u))
    if (unsafe_eval(x)):
      reward -= 100
    return reward

  def testf(x, u):
    if (unsafe_eval(x)):
      print x
      return -1
    return 0 

  u_min = np.array([[-50.], [-50]])
  u_max = np.array([[ 50.], [ 50]])

  env = PolySysEnvironment(f, f_to_str,rewardf, testf, unsafe_string, ds, us, Q, R, s_min, s_max, u_max=u_max, u_min=u_min, timestep=h)

  ############ Train and Test NN model ############
  if retrain_nn:
    args = { 'actor_lr': 0.0001,
             'critic_lr': 0.001,
             'actor_structure': actor_structure,
             'critic_structure': critic_structure, 
             'buffer_size': 1000000,
             'gamma': 0.99,
             'max_episode_len': 100,
             'max_episodes': 1000,
             'minibatch_size': 64,
             'random_seed': 6553,
             'tau': 0.005,
             'model_path': train_dir+"retrained_model.chkp",
             'enable_test': nn_test, 
             'test_episodes': test_episodes,
             'test_episodes_len': 1000}
  else:
    args = { 'actor_lr': 0.0001,
             'critic_lr': 0.001,
             'actor_structure': actor_structure,
             'critic_structure': critic_structure, 
             'buffer_size': 1000000,
             'gamma': 0.99,
             'max_episode_len': 100,
             'max_episodes': learning_eposides,
             'minibatch_size': 64,
             'random_seed': 6553,
             'tau': 0.005,
             'model_path': train_dir+"model.chkp",
             'enable_test': nn_test, 
             'test_episodes': test_episodes,
             'test_episodes_len': 1000}

  actor =  DDPG(env, args=args)

  #################### Shield #################
  model_path = os.path.split(args['model_path'])[0]+'/'
  linear_func_model_name = 'K.model'
  model_path = model_path+linear_func_model_name+'.npy'

  shield = Shield(env, actor, model_path=model_path, force_learning=retrain_shield)
  shield.train_polysys_shield(learning_method, number_of_rollouts, simulation_steps, eq_err=eq_err, explore_mag = 0.4, step_size = 0.5, aggressive=True, without_nn_guide=True, enable_jit=True)
  if shield_test:
    shield.test_shield(test_episodes, 1000, mode="single")
  actor.sess.close()
Example #30
0
class Game(object):
    def __init__(self):
        ## sets dimension of the screen and the background
        pygame.init()
        self.w = 900
        self.h = 600
        self.screen = pygame.display.set_mode((self.w, self.h), pygame.FULLSCREEN)
        self.background = pygame.image.load("background.png")

        ## creates all the objects and lists needed for the game
        self.player = Player(self.w, self.h, self.background)
        self.shooter = Shooter(self.player.x, self.player.y, self.player.d)
        self.shield = Shield(self.player.x, self.player.y, self.player.d)
        self.generator = Generator(self.player.x, self.player.y, self.player.d)
        self.bullet = Bullet(self.shooter.x, self.shooter.y, self.shooter.image_rotation)
        self.enemies = [Enemy(self.w, self.h)]
        self.enemies_2 = []
        self.counter_enemies_2_dead = 0
        self.collectible = Collectible(self.w, self.h)
        self.ray = Ray(self.w, self.h)

        ## loads energy image and sets its default value
        self.energy_5 = pygame.image.load("energy_5.png")
        self.energy = 100

        ## sets all default values
        self.points = 0
        self.killed_big_enemies = 0
        self.killed_small_enemies = 0
        self.rays_collected = 0
        self.collectibles_collected = 0

        ## initializes fonts and creates the first text
        font = pygame.font.SysFont("comic", 64)
        self.font = pygame.font.SysFont("arial", 10)
        text = font.render("Click to play", True, (255, 255, 255))

        ## loads sound
        self.sound = pygame.mixer.Sound("blip.wav")

        ## sets timer and default timer variables
        self.clock = pygame.time.Clock()
        self.timer = 0
        self.seconds = 0
        self.minutes = 0

        ## manages beginning screen and first inputs
        beginning = True
        while beginning:
            self.screen.fill((0, 0, 0))
            self.screen.blit(text, ((self.w / 2) - 150, (self.h / 2) - 64))
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.display.quit()
                if event.type == pygame.MOUSEBUTTONUP:
                    beginning = False
                    self.screen.blit(self.background, (0, 0))
                    self.screen.blit(self.player.images[1], (self.player.x, self.player.y))
                    self.screen.blit(self.shooter.image, (self.shooter.x, self.shooter.y))
                    self.running()
            pygame.display.update()

    def running(self):
        while True:

            ## manages time
            time_passed = self.clock.tick(30)
            time_seconds = time_passed / 1000.0
            self.timer += 1
            self.seconds += 0.03
            if self.seconds >= 60:
                self.minutes += 1
                self.seconds = 0

            ## gets all the inputs and calls function related to each input
            for event in pygame.event.get():
                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_ESCAPE:
                        pygame.display.quit()
                    if event.key == pygame.K_a:
                        self.shield.index -= 1
                        if self.shield.index == -5:
                            self.shield.index = -1
                    elif event.key == pygame.K_j:
                        self.shield.index += 1
                        if self.shield.index == 4:
                            self.shield.index = 0
                    elif event.key == pygame.K_l:
                        self.generator.index += 1
                        if self.generator.index == 4:
                            self.generator.index = 0
                    elif event.key == pygame.K_s:
                        self.generator.index -= 1
                        if self.generator.index == -5:
                            self.generator.index = -1
            key = pygame.key.get_pressed()
            if key[pygame.K_UP]:
                self.player.moves_up(time_seconds)
                self.player.index = 0
            if key[pygame.K_DOWN]:
                self.player.moves_down(time_seconds)
                self.player.index = 1
            if key[pygame.K_LEFT]:
                self.player.moves_left(time_seconds)
                self.player.index = 2
            if key[pygame.K_RIGHT]:
                self.player.moves_right(time_seconds)
                self.player.index = 3

            ## blits the background
            self.screen.blit(self.background, (0, 0))

            ## manages energy and prints it
            if self.energy >= 100:
                self.energy = 100
            if self.energy <= 10:
                self.sound.play()
            if self.energy <= 0:
                self.collectible.finished = True
            for n in xrange(0, self.energy / 5):
                self.screen.blit(self.energy_5, (self.w - 35 - 10 * n, 4))

            ## manages the text (points and time)
            text = self.font.render((str(self.minutes) + ":" + str(self.seconds)), True, (255, 255, 255))
            self.screen.blit(text, (10, 10))
            text = self.font.render(("Points: " + str(self.points)), True, (255, 255, 255))
            self.screen.blit(text, (440, 10))

            ## manages collectibles
            self.collectible.blit_check(self.background, self.timer)
            if self.collectible.blit:
                self.screen.blit(self.collectible.image, (self.collectible.x, self.collectible.y))
                self.collectible_rect = pygame.Rect(self.collectible.x, self.collectible.y, 20, 20)

            ## manages player and collision with collectible
            self.screen.blit(self.player.images[self.player.index], (self.player.x, self.player.y))
            self.player_rect = pygame.Rect(self.player.x, self.player.y, 40, 40)
            if self.collectible.blit:
                if self.player_rect.colliderect(self.collectible_rect):
                    i = self.collectible.index
                    self.collectible = Collectible(self.w, self.h)
                    self.collectible.index = i
                    self.points += 100
                    self.collectibles_collected += 1

            ## manages bullet, checks hits with walls
            self.bullet.moves(self.shooter.x, self.shooter.y)
            if self.bullet.rotate:
                self.bullet.rotates(time_seconds)
                self.screen.blit(self.bullet.rotated_image, self.bullet.image_draw_pos)
                self.bullet.check_shot()
                if self.bullet.shot:
                    self.energy -= 5
            if self.bullet.shot:
                self.screen.blit(self.bullet.rotated_image, (self.bullet.x, self.bullet.y))
                self.bullet.hits_borders(self.background)
            if self.bullet.hits_bg:
                self.bullet = Bullet(self.shooter.x, self.shooter.y, self.shooter.image_rotation)
            self.bullet_rect = pygame.Rect(self.bullet.x, self.bullet.y, 4, 10)

            ## manages generator
            self.generator.moves(self.player.x, self.player.y, self.player.d)
            self.screen.blit(self.generator.images[self.generator.index], (self.generator.x, self.generator.y))
            generator_rect = pygame.Rect(self.generator.x, self.generator.y, self.generator.w, self.generator.h)

            ## manages shooter
            self.shooter.moves(self.player.x, self.player.y, self.player.d)
            self.shooter.rotates(time_seconds)
            self.screen.blit(self.shooter.rotated_image, self.shooter.image_draw_pos)

            ## manages shield
            self.shield.moves(self.player.x, self.player.y, self.player.d)
            self.screen.blit(self.shield.images[self.shield.index], (self.shield.x, self.shield.y))
            shield_rect = pygame.Rect(self.shield.x, self.shield.y, self.shield.w, self.shield.h)

            ## manages big enemies one by one, checks collisions with bullets, shield and tank
            for n in xrange(0, len(self.enemies)):
                enemy = self.enemies[n]
                enemy.moves(time_seconds)
                enemy.bounces(self.background)
                if enemy.error:
                    self.enemies[n] = Enemy(self.w, self.h)
                self.screen.blit(enemy.image, (enemy.x, enemy.y))
                enemy_rect = pygame.Rect(enemy.x, enemy.y, enemy.d, enemy.d)
                if enemy_rect.colliderect(self.bullet_rect):
                    self.bullet = Bullet(self.shooter.x, self.shooter.y, self.shooter.image_rotation)
                    self.enemies_2.append(Enemy_2(enemy.x, enemy.y))
                    self.enemies_2.append(Enemy_2(enemy.x, enemy.y))
                    self.enemies_2.append(Enemy_2(enemy.x, enemy.y))
                    enemy.alive = False
                    self.points += 10
                    self.killed_big_enemies += 1
                elif enemy_rect.colliderect(shield_rect):
                    enemy.reverse()
                    self.energy -= 5
                elif enemy_rect.colliderect(self.player_rect):
                    enemy.reverse()
                    self.energy -= 10
            if (self.timer == 30 * 5 or self.timer == 30 * 10) and len(self.enemies) <= 2:
                self.enemies.append(Enemy(self.w, self.h))
            ## temporary list to manage the elimination of some enemies
            l = []
            for n in xrange(0, len(self.enemies)):
                enemy = self.enemies[n]
                if enemy.alive:
                    l.append(self.enemies[n])
            self.enemies = l

            ## manages small enemies one by one, checks collision with bullets, shield and tank
            for n in xrange(0, len(self.enemies_2)):
                enemy_2 = self.enemies_2[n]
                enemy_2.moves(time_seconds)
                enemy_2.bounces(self.background)
                if enemy.error:
                    self.enemies_2[n] = Enemy_2(self.w, self.h)
                self.screen.blit(enemy_2.image, (enemy_2.x, enemy_2.y))
                enemy_2_rect = pygame.Rect(enemy_2.x, enemy_2.y, enemy_2.d, enemy_2.d)
                if enemy_2_rect.colliderect(self.player_rect):
                    enemy_2.reverse()
                    self.energy -= 10
                elif enemy_2_rect.colliderect(shield_rect):
                    enemy_2.reverse()
                    self.energy -= 5
                elif enemy_2_rect.colliderect(self.bullet_rect):
                    self.bullet = Bullet(self.shooter.x, self.shooter.y, self.shooter.image_rotation)
                    enemy_2.alive = False
                    self.counter_enemies_2_dead += 1
                    self.points += 10
                    self.killed_small_enemies += 1
            ## temporary list to manage the elimination of some enemies
            l = []
            for n in xrange(0, len(self.enemies_2)):
                enemy_2 = self.enemies_2[n]
                if enemy_2.alive:
                    l.append(self.enemies_2[n])
            self.enemies_2 = l
            if self.counter_enemies_2_dead == 3:
                self.counter_enemies_2_dead = 0
                self.enemies.append(Enemy(self.w, self.h))

            ## manages rays of energy and collision with generator and tank and manages life time
            self.ray.moves(time_seconds)
            self.ray.bounces(self.background)
            self.screen.blit(self.ray.image, (self.ray.x, self.ray.y))
            ray_rect = pygame.Rect(self.ray.x, self.ray.y, self.ray.d, self.ray.d)
            if ray_rect.colliderect(generator_rect):
                self.ray.check_caught()
                if self.ray.caught:
                    self.ray = Ray(self.w, self.h)
                    self.energy += 20
                    self.points += 10
                    self.rays_collected += 1
                else:
                    self.ray.reverse()
            if ray_rect.colliderect(self.player_rect):
                self.ray.reverse()
            if (
                self.timer >= 30 * 15
                and self.timer <= 30 * 15.01
                or self.timer >= 30 * 30
                and self.timer <= 30 * 30.01
                or self.timer >= 30 * 45
                and self.timer <= 30 * 45.01
                or self.timer >= 30 * 60
                and self.timer <= 30 * 60.01
                or self.timer >= 30 * 75
                and self.timer <= 30 * 75.01
                or self.timer >= 30 * 90
                and self.timer <= 30 * 90.01
                or self.timer >= 30 * 105
                and self.timer <= 30 * 105.01
                or self.timer >= 30 * 120
                and self.timer <= 30 * 120.01
            ):
                self.ray = Ray(self.w, self.h)

            ## manages the end of the loop
            if self.collectible.finished == True:
                pygame.display.quit()
                self.end()

            pygame.display.update()

    def end(self):
        ## creates a whole new screen, calculates points and blits results
        pygame.init()
        screen = pygame.display.set_mode((600, 300), 0, 32)
        screen.fill((0, 0, 0))

        points = self.seconds + (self.minutes * 60) + self.energy + self.points
        if (
            self.killed_big_enemies >= 3
            and self.killed_small_enemies >= 3
            and self.rays_collected >= 3
            and self.collectibles_collected >= 4
        ):
            msg = "You did great!!!"
        else:
            msg = "You could have done better! ;)"

        end = True
        while end:
            font = pygame.font.SysFont("comic", 40)
            text = font.render(("Total points: " + str(points)), True, (255, 255, 255))
            text1 = font.render(msg, True, (255, 255, 255))
            screen.blit(text, (100, 100))
            screen.blit(text1, (100, 200))

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    pygame.display.quit()
                    end = False
            pygame.display.update()
Example #31
0
def lanekeep (learning_method, number_of_rollouts, simulation_steps, learning_eposides, actor_structure, critic_structure, train_dir,\
            nn_test=False, retrain_shield=False, shield_test=False, test_episodes=100, retrain_nn=False):
  v0 = 27.7
  cf = 133000
  cr = 98800
  M  = 1650
  b  = 1.59
  a  = 1.11
  Iz = 2315.3

  ds = 4
  us = 2

  disturbance_x_min = np.array([[0],[0],[-0.035],[0]])
  disturbance_x_max = np.array([[0],[0],[ 0.035],[0]])

  #Dynamics that are defined as a continuous function!
  def f (x, u):
    rd = random.uniform(-0.6, 0.6)
    delta = np.zeros((ds, 1), float)
    delta[0,0] = 1*x[1,0] + v0*x[2,0] + random.uniform(disturbance_x_min[0], disturbance_x_max[0])                                                                        #lateral displacement
    delta[1,0] = (-1*(cf+cr)/(M*v0))*x[1,0] + ((b*cr-a*cf)/(M*v0)-v0)*x[3,0] + (cf/M)*u[0,0] + random.uniform(disturbance_x_min[1], disturbance_x_max[1])                 #lateral velocity
    delta[2,0] = x[3,0] + random.uniform(disturbance_x_min[2], disturbance_x_max[2])                                                                                      #error yaw angle
    delta[3,0] = ((b*cr-a*cf)/(Iz*v0))*x[1,0] + (-1*(a*a*cf + b*b*cr)/(Iz*v0))*x[3,0] + (a*cf/Iz)*u[1,0]  + random.uniform(disturbance_x_min[3], disturbance_x_max[3])    #yaw rate

    return delta

  #Closed loop system dynamics to text
  def f_to_str(K):
    kstr = K_to_str(K)
    f = []
    f.append("1*x[2] + 27.7*x[3] + d[1]")
    f.append("(-1*(133000+98800)/(1650*27.7))*x[2] + ((1.59*98800-1.11*133000)/(1650*27.7)-27.7)*x[4] + (133000/1650)*{} + d[2]".format(kstr[0]))
    f.append("x[4] + d[3]")
    f.append("((1.59*98800-1.11*133000)/(2315.3*27.7))*x[2] + (-1*(1.11*1.11*133000 + 1.59*1.59*98800)/(2315.3*27.7))*x[4] + (1.11*133000/2315.3)*{} + d[4]".format(kstr[1]))
    return f

  h = 0.01

  # amount of Gaussian noise in dynamics
  eq_err = 1e-2

  #intial state space
  s_min = np.array([[ -0.1],[ -0.1], [-0.1], [ -0.1]])
  s_max = np.array([[  0.1],[  0.1], [ 0.1], [  0.1]])

  Q = np.matrix("1 0 0 0; 0 1 0 0 ; 0 0 1 0; 0 0 0 1")
  R = np.matrix(".0005 0; 0 .0005")

  #user defined unsafety condition
  def unsafe_eval(x):
    if (x[0,0] > 0.9 or x[0, 0] < -0.9): # keep a safe distance from the car in front of you
      return True
    return False

  def unsafe_string():
    return ["-(x[1]- -0.9)*(0.9-x[1])"]

  def rewardf(x, Q, u, R):
    reward = 0
    reward += -np.dot(x.T,Q.dot(x))-np.dot(u.T,R.dot(u))

    if (unsafe_eval(x)):
      reward -= 1e-3
    return reward

  def testf(x, u):
    if (unsafe_eval(x)):
      return -1
    return 0 

  # Use sheild to directly learn a linear controller
  u_min = np.array([[-1]])
  u_max = np.array([[1]])
  env = PolySysEnvironment(f, f_to_str,rewardf, testf, unsafe_string, ds, us, Q, R, s_min, s_max, u_max=u_max, u_min = u_min, disturbance_x_min=disturbance_x_min, disturbance_x_max=disturbance_x_max, timestep=h)

  if retrain_nn:
    args = { 'actor_lr': 0.0001,
         'critic_lr': 0.001,
         'actor_structure': actor_structure,
         'critic_structure': critic_structure, 
         'buffer_size': 1000000,
         'gamma': 0.99,
         'max_episode_len': 1000,
         'max_episodes': 1000,
         'minibatch_size': 64,
         'random_seed': 2903,
         'tau': 0.005,
         'model_path': train_dir+"retrained_model.chkp",
         'enable_test': nn_test, 
         'test_episodes': test_episodes,
         'test_episodes_len': 1000}
  else:
    args = { 'actor_lr': 0.0001,
         'critic_lr': 0.001,
         'actor_structure': actor_structure,
         'critic_structure': critic_structure, 
         'buffer_size': 1000000,
         'gamma': 0.99,
         'max_episode_len': 1000,
         'max_episodes': learning_eposides,
         'minibatch_size': 64,
         'random_seed': 2903,
         'tau': 0.005,
         'model_path': train_dir+"model.chkp",
         'enable_test': nn_test, 
         'test_episodes': test_episodes,
         'test_episodes_len': 1000}

  actor =  DDPG(env, args)

  model_path = os.path.split(args['model_path'])[0]+'/'
  linear_func_model_name = 'K.model'
  model_path = model_path+linear_func_model_name+'.npy'


  shield = Shield(env, actor, model_path=model_path, force_learning=retrain_shield)
  shield.train_polysys_shield(learning_method, number_of_rollouts, simulation_steps, eq_err=eq_err, explore_mag=0.4, step_size=0.5, without_nn_guide=True, aggressive=True)
  if shield_test:
    shield.test_shield(test_episodes, 1000, mode="single")
Example #32
0
from shield import Shield
from config import Time
from bullet import Mandabullet, Dragonbullet
import time
import math
board = Board(40, 500)
scene = Scene(board)
scene.make(board)
manda = Manda(3, 35, board, scene)
dragon = Dragon(485, 33, board, scene)
manda.place_on_map()
stime = time.time()
mbullet = Mandabullet(board, scene, dragon)
dbullet = Dragonbullet(board, scene, manda)
timec = Time((board.get_width() - 170) / 2, 2, 0.5)
shield = Shield()
etime = 0


def gameover(message):
    os.system('clear')
    print("Score:" + str(manda.get_coins()))
    print(message)
    quit()


def movemanda():
    def alarmhandler(signum, frame):
        raise AlarmException

    def user_input(timeout=0.05):
def pendulum(learning_eposides, critic_structure, actor_structure, train_dir, learning_method, number_of_rollouts, simulation_steps,\
            nn_test=False, retrain_shield=False, shield_test=False, test_episodes=100, retrain_nn=False):

    m = 1.17
    l = 1.
    g = 10.

    #Dynamics that are continuous
    A = np.matrix([[0., 1.], [g / l, 0.]])
    B = np.matrix([[0.], [1. / (m * l**2.)]])

    #intial state space
    s_min = np.array([[-0.35], [-0.35]])
    s_max = np.array([[0.35], [0.35]])

    #reward function
    Q = np.matrix([[1., 0.], [0., 1.]])
    R = np.matrix([[.005]])

    #safety constraint
    x_min = np.array([[-0.5], [-0.5]])
    x_max = np.array([[0.5], [0.5]])
    u_min = np.array([[-15.]])
    u_max = np.array([[15.]])

    env = Environment(A,
                      B,
                      u_min,
                      u_max,
                      s_min,
                      s_max,
                      x_min,
                      x_max,
                      Q,
                      R,
                      continuous=True)

    if retrain_nn:
        args = {
            'actor_lr': 0.0001,
            'critic_lr': 0.001,
            'actor_structure': actor_structure,
            'critic_structure': critic_structure,
            'buffer_size': 1000000,
            'gamma': 0.99,
            'max_episode_len': 500,
            'max_episodes': 1000,
            'minibatch_size': 64,
            'random_seed': 6553,
            'tau': 0.005,
            'model_path': train_dir + "retrained_model.chkp",
            'enable_test': nn_test,
            'test_episodes': test_episodes,
            'test_episodes_len': 3800
        }
    else:
        args = {
            'actor_lr': 0.0001,
            'critic_lr': 0.001,
            'actor_structure': actor_structure,
            'critic_structure': critic_structure,
            'buffer_size': 1000000,
            'gamma': 0.99,
            'max_episode_len': 500,
            'max_episodes': learning_eposides,
            'minibatch_size': 64,
            'random_seed': 6553,
            'tau': 0.005,
            'model_path': train_dir + "model.chkp",
            'enable_test': nn_test,
            'test_episodes': test_episodes,
            'test_episodes_len': 3800
        }

    actor = DDPG(env, args)

    #################### Shield #################
    model_path = os.path.split(args['model_path'])[0] + '/'
    linear_func_model_name = 'K.model'
    model_path = model_path + linear_func_model_name + '.npy'

    def rewardf(x, Q, u, R):
        return np.matrix([[env.reward(x, u)]])

    shield = Shield(env,
                    actor,
                    model_path,
                    force_learning=retrain_shield,
                    debug=False)
    shield.train_shield(learning_method,
                        number_of_rollouts,
                        simulation_steps,
                        rewardf=rewardf,
                        eq_err=1e-2,
                        explore_mag=0.3,
                        step_size=0.3)
    if shield_test:
        shield.test_shield(test_episodes, 3800, mode="single")

    actor.sess.close()
def magneticpointer (learning_method, number_of_rollouts, simulation_steps,learning_eposides, critic_structure, actor_structure, train_dir,\
            nn_test=False, retrain_shield=False, shield_test=False, test_episodes=100, retrain_nn=False):
    A = np.matrix([[2.6629, -1.1644, 0.66598], [2, 0, 0], [0, 0.5, 0]])

    B = np.matrix([[0.25], [0], [0]])

    #intial state space
    s_min = np.array([[-1.0], [-1.0], [-1.0]])
    s_max = np.array([[1.0], [1.0], [1.0]])

    Q = np.matrix("1 0 0 ; 0 1 0; 0 0 1")
    R = np.matrix("1")

    x_min = np.array([[-3.5], [-3.5], [-3.5]])
    x_max = np.array([[3.5], [3.5], [3.5]])
    u_min = np.array([[-15.]])
    u_max = np.array([[15.]])

    env = Environment(A, B, u_min, u_max, s_min, s_max, x_min, x_max, Q, R)

    if retrain_nn:
        args = {
            'actor_lr': 0.0001,
            'critic_lr': 0.001,
            'actor_structure': actor_structure,
            'critic_structure': critic_structure,
            'buffer_size': 1000000,
            'gamma': 0.99,
            'max_episode_len': 100,
            'max_episodes': 1000,
            'minibatch_size': 64,
            'random_seed': 6553,
            'tau': 0.005,
            'model_path': train_dir + "retrained_model.chkp",
            'enable_test': nn_test,
            'test_episodes': test_episodes,
            'test_episodes_len': 1000
        }
    else:
        args = {
            'actor_lr': 0.0001,
            'critic_lr': 0.001,
            'actor_structure': actor_structure,
            'critic_structure': critic_structure,
            'buffer_size': 1000000,
            'gamma': 0.99,
            'max_episode_len': 100,
            'max_episodes': learning_eposides,
            'minibatch_size': 64,
            'random_seed': 6553,
            'tau': 0.005,
            'model_path': train_dir + "model.chkp",
            'enable_test': nn_test,
            'test_episodes': test_episodes,
            'test_episodes_len': 1000
        }

    actor = DDPG(env, args)

    #################### Shield #################
    model_path = os.path.split(args['model_path'])[0] + '/'
    linear_func_model_name = 'K.model'
    model_path = model_path + linear_func_model_name + '.npy'

    def rewardf(x, Q, u, R):
        return np.matrix([env.reward(x, u)])

    shield = Shield(env,
                    actor,
                    model_path,
                    force_learning=retrain_shield,
                    debug=False)
    shield.train_shield(learning_method,
                        number_of_rollouts,
                        simulation_steps,
                        rewardf=rewardf,
                        eq_err=0,
                        explore_mag=0.04,
                        step_size=0.05,
                        without_nn_guide=True)
    if shield_test:
        shield.test_shield(test_episodes, 1000, mode="single")