Example #1
0
def update_Q(sn, di, f, ss, alpha):
    old_state = get_state(sn, sn[1], di[1], f, ss)
    new_state = get_state(sn, sn[0], di[0], f, ss)

    if di[1] == di[0]:
        old_act = 0
    elif (di[1] == up and di[0] == left) or (di[1] == left and di[0] == down) \
     or (di[1] == down and di[0] == right) or (di[1] == right and di[0] == up):
        old_act = 1
    else:
        old_act = 2

    # print(space.shape, old_state)
    space[old_state] = 1

    max_Q = np.max(Q[new_state])
    if adjacent(sn[0], f, ss, ss, dir_=di[0]):
        Q[old_state][old_act] = (1 - alpha) * Q[old_state][old_act] + alpha * (
            FOOD_R + GAMMA * max_Q)
        return FOOD_R
    elif collision(sn, di[0], ss):
        Q[old_state][old_act] = (1 - alpha) * Q[old_state][old_act] + alpha * (
            DEATH_R + GAMMA * max_Q)
        return DEATH_R
    else:
        Q[old_state][old_act] = (1 - alpha) * Q[old_state][old_act] + alpha * (
            LIVING_R + GAMMA * max_Q)
        return LIVING_R
Example #2
0
def update_Q_sequence(sn, di, f, ss, alpha, depth, past_rewards):
    old_state = get_state(sn, sn[depth - 1], di[depth - 1], f, ss)
    new_state = get_state(sn, sn[0], di[0], f, ss)

    if di[depth - 1] == di[depth - 2]:
        old_act = 0
    elif (di[depth-1] == up and di[depth-2] == left) or (di[depth-1] == left and di[depth-2] == down) \
     or (di[depth-1] == down and di[depth-2] == right) or (di[depth-1] == right and di[depth-2] == up):
        old_act = 1
    else:
        old_act = 2

    space[old_state][old_act] = 1

    reduced_Q = reduce_Q(np.max(Q[new_state]), past_rewards)
    if adjacent(sn[0], f, ss, ss, dir_=di[0]):
        Q[old_state][old_act] = (1 - alpha) * Q[old_state][old_act] + alpha * (
            FOOD_R + GAMMA * reduced_Q)
        return FOOD_R
    elif collision(sn, di[0], ss):
        Q[old_state][old_act] = (1 - alpha) * Q[old_state][old_act] + alpha * (
            DEATH_R + GAMMA * reduced_Q)
        return DEATH_R
    else:
        Q[old_state][old_act] = (1 - alpha) * Q[old_state][old_act] + alpha * (
            LIVING_R + GAMMA * reduced_Q)
        return LIVING_R
Example #3
0
def add_exp(sn, di, f, ss):
    old_state = get_state(sn, sn[1], di[1], f, ss)
    new_state = get_state(sn, sn[0], di[0], f, ss)

    if di[1] == di[0]:
        old_act = 0
    elif (di[1] == up and di[0] == left) or (di[1] == left and di[0] == down) \
     or (di[1] == down and di[0] == right) or (di[1] == right and di[0] == up):
        old_act = 1
    else:
        old_act = 2

    if adjacent(sn[0], f, ss, ss, dir_=di[0]):
        r = FOOD_R
    elif collision(sn, di[0], ss):
        r = DEATH_R
    else:
        r = LIVING_R

    global experience
    if experience is None:
        experience = np.array([[old_state, old_act, r, new_state]])
    else:
        experience = np.append(experience,
                               [[old_state, old_act, r, new_state]],
                               axis=0)
        if len(experience) > MEM_LENGTH:
            np.delete(experience, 0, 0)
Example #4
0
def get_acts(snake, snake_dirs, ss, f, depth):
    act = None
    min_ = math.inf

    if snake_dirs[0] == left or snake_dirs[0] == right:
        dirs = [snake_dirs[0], up, down]
    else:
        dirs = [snake_dirs[0], right, left]

    for a in dirs:
        n_snake, n_dirs = update_snake(deepcopy(snake), deepcopy(snake_dirs),
                                       a, ss)
        coll = collision(n_snake, n_dirs[0], ss)

        if not coll:
            val = math.sqrt((n_snake[0].x - f.x)**2 + (n_snake[0].y - f.y)**2)
        else:
            val = math.inf
        if depth != 1 and val != 0 and not coll:
            val += get_acts(n_snake, n_dirs, ss, f, depth - 1)[1]

        if val < min_:
            act = a
            min_ = val
    return act, min_
Example #5
0
    def on_draw(self):
        self.clear()
        draw_axis(3, (-1, 1, -1))
        self.set3d()
        self.camera.move()
        self.light.show()
        self.ground.draw()

        for i in range(len(self.models)):
            for j in range(len(self.models)):
                if i != j:
                    collision(self.models[i], self.models[j])

            ground_collision(self.models[i], self.ground)

        for model in self.models:
            model.draw()
Example #6
0
    def _collision(self, coords):
        """Piece._collision(coords) -> bool.

        Returns True iff coords are out of board's boundaries or
        if coords would result in collision with pile.
        """
        return utils.collision(coords,
            self.board().pile().coordinates(),
            self.board().size())
    def check_collisions(self):
        # Double loop yay
        for player in self.players:
            for obstacle in self.obstacles:
                player_coords = self.canvas.coords(player.canvas_object)

                # We need to get the coordinates of top left and bottom right corners of the obstacle
                obstacle_coords = (obstacle['x'], obstacle['y'],
                                   obstacle['x'] + obstacle['w'],
                                   obstacle['y'] + obstacle['h'])

                if utils.collision(player_coords, obstacle_coords):
                    player.kill()
                    self.canvas.itemconfig(player.canvas_object, fill='black')
 def detect_collision(self, objects, level, msglog):
     center_x1 = self.xpos + self.img.get_rect()[2] / 2
     center_y1 = self.ypos + self.img.get_rect()[3] / 2
     for i in range(len(objects)):
         center_x2 = objects[i].xpos + objects[i].img.get_rect()[2] / 2
         center_y2 = objects[i].ypos + objects[i].img.get_rect()[3] / 2
         dist = (self.img.get_rect()[2] +
                 objects[i].img.get_rect()[2]) * 0.93 / 2
         if collision(center_x1, center_y1, center_x2, center_y2, dist):
             if self.durability > 1:
                 self.durability -= 1
             else:
                 level.state = -1
             objects[i].explode()
             pygame.mixer.Sound("musics/ship_damaged.wav").play()
             msglog.update("SHIP HAS BEEN HIT", (255, 0, 0))
Example #9
0
def get_state(sn, seg, d, f, ss):
    # ret = []
    ret = [0, 0, 0]

    sides = get_rel_in_glo(d)
    blocked = collision(sn, d, ss, blocking=True)

    for side in blocked:
        if side in sides:
            ret[sides.index(side)] = 1

    # com = (sum([i.x for i in sn]) // len(sn), sum([i.y for i in sn]) // len(sn))

    for l in [(f.x, f.y)]:
        if (d == up and l[1] == seg.y and l[0] > seg.x) or  (d == left and l[0] == seg.x and l[1] < seg.y) \
         or (d == down and l[1] == seg.y and l[0] < seg.x) or (d == right and l[0] == seg.x and l[1] > seg.y):
            ret.append(0)
        elif (d == up and l[0] == seg.x and l[1] < seg.y) or (d == down and l[0] == seg.x and l[1] > seg.y) \
         or (d == left and l[1] == seg.y and l[0] < seg.x) or (d == right and l[1] == seg.y and l[0] > seg.x):
            # ret.append(2)
            ret.append(1)
        elif (d == up and l[1] == seg.y and l[0] < seg.x) or (d == left and l[0] == seg.x and l[1] > seg.y) \
         or (d == down and l[1] == seg.y and l[0] > seg.x) or (d == right and l[0] == seg.x and l[1] < seg.y):
            # ret.append(4)
            ret.append(2)
        elif (d == up and l[0] == seg.x and l[1] > seg.y) or (d == left and l[1] == seg.y and l[0] > seg.x) \
         or (d == down and l[0] == seg.x and l[1] < seg.y) or (d == right and l[1] == seg.y and l[0] < seg.x):
            # ret.append(6)
            ret.append(3)
        elif (d == up and l[0] > seg.x and l[1] < seg.y) or (d == left and l[0] < seg.x and l[1] < seg.y) \
         or (d == down and l[0] < seg.x and l[1] > seg.y) or (d == right and l[0] > seg.x and l[1] > seg.y):
            # ret.append(1)
            ret.append(0)
        elif (d == up and l[0] < seg.x and l[1] < seg.y) or (d == left and l[0] < seg.x and l[1] > seg.y) \
         or (d == down and l[0] > seg.x and l[1] > seg.y) or (d == right and l[0] > seg.x and l[1] < seg.y):
            # ret.append(3)
            ret.append(1)
        elif (d == up and l[0] < seg.x and l[1] > seg.y) or (d == left and l[0] > seg.x and l[1] > seg.y) \
         or (d == down and l[0] > seg.x and l[1] < seg.y) or (d == right and l[0] < seg.x and l[1] < seg.y):
            # ret.append(5)
            ret.append(2)
        else:
            # ret.append(7)
            ret.append(3)
    print(tuple(ret))
    return tuple(ret)
Example #10
0
 def detect_collision(self, objects, player, energy_gauge):
     for i in range(self.ammo):
         if self.onfire:
             center_x1 = self.xpos + self.img.get_rect()[2] / 2
             center_y1 = self.ypos + self.img.get_rect()[3] / 2
             for j in range(len(objects)):
                 center_x2 = objects[j].xpos + objects[j].img.get_rect()[2] / 2
                 center_y2 = objects[j].ypos + objects[j].img.get_rect()[3] / 2
                 dist = (self.img.get_rect()[2] + objects[j].img.get_rect()[2]) * 0.93 / 2
                 if collision(center_x1, center_y1, center_x2, center_y2, dist):
                     self.onfire = False
                     objects[j].explosion.frame = 0
                     if objects[j].hp <= self.damage:
                         objects[j].explosion.size = "large"
                         objects[j].explode()
                         pygame.mixer.Sound("musics/asteroid_collision.wav").play(0, 0, 400)
                         energy_gauge.update(player.energy*2.5)
                     else:
                         objects[j].hp -= self.damage
                         objects[j].explosion.size = "small"
                         objects[j].explosion.show(self.xpos + 16, self.ypos + 16)
                         pygame.mixer.Sound("musics/drone_collision.wav").play(0, 0, 400)
                     break
Example #11
0
 def detect_collision(self, objects):
     for i in range(self.count):
         if self.onfire[i]:
             center_x1 = self.xpos[i] + self.img.get_rect()[2] / 2
             center_y1 = self.ypos[i] + self.img.get_rect()[3] / 2
             for j in range(len(objects)):
                 center_x2 = objects[j].xpos + objects[j].img.get_rect(
                 )[2] / 2
                 center_y2 = objects[j].ypos + objects[j].img.get_rect(
                 )[3] / 2
                 dist = (self.img.get_rect()[2] +
                         objects[j].img.get_rect()[2]) * 0.93 / 2
                 if collision(center_x1, center_y1, center_x2, center_y2,
                              dist):
                     if self.name == settings.WEAPON_LIST[0]:
                         self.onfire[i] = False
                     if self.name == settings.WEAPON_LIST[
                             1] and self.damage < objects[j].hp:
                         self.onfire[i] = False
                     objects[j].explosion.frame = 0
                     if objects[j].hp <= self.damage:
                         objects[j].explosion.size = "large"
                         objects[j].explode()
                         pygame.mixer.Sound(
                             "musics/asteroid_collision.wav").play(
                                 0, 0, 400)
                     else:
                         objects[j].hp -= self.damage
                         objects[j].explosion.size = "small"
                         objects[j].explosion.show(self.xpos[i] + 16,
                                                   self.ypos[i] + 16)
                         pygame.mixer.Sound(
                             "musics/drone_collision.wav").play(0, 0, 400)
                     if self.name == settings.WEAPON_LIST[2]:
                         self.detonate = True
                     break
Example #12
0
			score += 1

		# Update directions
		t1 = new_dir
		for i in range(len(snake_dirs)):
			t2 = snake_dirs[i]
			snake_dirs[i] = t1
			t1 = t2

		# Update positions
		for i in range(len(snake)):
			snake[i].move_ip(step_size * snake_dirs[i][0], step_size * snake_dirs[i][1])

		# print(snake_dirs)

		if CONTROL == "q_ai" and collision(snake, snake_dirs[0], step_size):
			if TESTING:
				eps, alpha = 0, 0
			else:
				eps, alpha = q_ai.get_eps(epis), q_ai.get_alpha(epis)
			# cur_rew = q_ai.update_Q(snake, snake_dirs, food_rect, step_size, alpha)
			cur_rew = q_ai.update_Q_sequence(snake, snake_dirs, food_rect, step_size, alpha, start_size, reward_buffer)
			epi_rew += cur_rew
			reward_buffer.insert(0, cur_rew)
			if len(reward_buffer) > start_size:
				reward_buffer.pop()

			t, new_dir, snake, snake_dirs, score, f_pos = init_game(start_size, step_size, block_rect, True)
			food_rect.x, food_rect.y = f_pos[0], f_pos[1]
			print("Episode {} terminated after {} cycles".format(epis, c))
			print("Episode {} reward: {}".format(epis, epi_rew))