Esempio n. 1
0
    def reset(self):
        if not FFAIEnv.play_on_both_sides or self.rnd.randint(0, 2) == 0:
            self.team_id = self.home_team.team_id
            home_agent = self.actor
            away_agent = self.opp_actor
        else:
            self.team_id = self.away_team.team_id
            home_agent = self.opp_actor
            away_agent = self.actor
        seed = self.rnd.randint(0, 2**31)
        self.game = Game(game_id=str(uuid.uuid1()),
                         home_team=deepcopy(self.home_team),
                         away_team=deepcopy(self.away_team),
                         home_agent=home_agent,
                         away_agent=away_agent,
                         config=self.config,
                         ruleset=self.ruleset,
                         seed=seed)
        self.last_report_idx = len(self.game.state.reports)
        self.last_ball_team = None
        self.last_ball_x = None
        self.game.init()
        self.own_team = self.game.get_agent_team(self.actor)
        self.opp_team = self.game.get_agent_team(self.opp_actor)

        return self._observation(self.game)
Esempio n. 2
0
 def run(self):
     results = []
     for i in range(self.n):
         crashed = False
         home_agent = self.agent_a if i % 2 == 0 else self.agent_b
         away_agent = self.agent_b if i % 2 == 0 else self.agent_a
         home_team = self.team_a if i % 2 == 0 else self.team_b
         away_team = self.team_b if i % 2 == 0 else self.team_a
         game = Game(i,
                     home_team,
                     away_team,
                     home_agent,
                     away_agent,
                     self.config,
                     arena=self.arena,
                     ruleset=self.ruleset)
         try:
             game.init()
             print(
                 f"{home_agent.name} {game.state.home_team.state.score} - {game.state.away_team.state.score} {away_agent.name}"
             )
         except Exception as e:
             crashed = True
             print("Game crashed:", e)
         result = GameResult(game, crashed=crashed)
         results.append(result)
     self.results = CompetitionResults(self.agent_a.name, self.agent_b.name,
                                       results)
Esempio n. 3
0
class FFAIEnv(gym.Env):

    square_size = 16
    square_size_fl = 4
    top_bar_height = 42
    bot_bar_height = 80
    layer_text_height = 26
    black = '#000000'
    white = '#ffffff'
    crowd = '#113311'
    blue = '#2277cc'
    red = '#cc7722'
    ball = '#ff00cc'
    field = '#77cc77'
    wing = '#55aa55'
    scrimmage = '#338833'

    actions = [
        ActionType.START_GAME, ActionType.HEADS, ActionType.TAILS,
        ActionType.KICK, ActionType.RECEIVE, ActionType.END_PLAYER_TURN,
        ActionType.USE_REROLL, ActionType.DONT_USE_REROLL, ActionType.END_TURN,
        ActionType.END_SETUP, ActionType.STAND_UP,
        ActionType.SELECT_ATTACKER_DOWN, ActionType.SELECT_BOTH_DOWN,
        ActionType.SELECT_PUSH, ActionType.SELECT_DEFENDER_STUMBLES,
        ActionType.SELECT_DEFENDER_DOWN, ActionType.SELECT_NONE,
        ActionType.PLACE_PLAYER, ActionType.PLACE_BALL, ActionType.PUSH,
        ActionType.FOLLOW_UP, ActionType.SELECT_PLAYER, ActionType.MOVE,
        ActionType.BLOCK, ActionType.PASS, ActionType.FOUL, ActionType.HANDOFF,
        ActionType.LEAP, ActionType.STAB, ActionType.START_MOVE,
        ActionType.START_BLOCK, ActionType.START_BLITZ, ActionType.START_PASS,
        ActionType.START_FOUL, ActionType.START_HANDOFF, ActionType.USE_SKILL,
        ActionType.DONT_USE_SKILL, ActionType.SETUP_FORMATION_WEDGE,
        ActionType.SETUP_FORMATION_LINE, ActionType.SETUP_FORMATION_SPREAD,
        ActionType.SETUP_FORMATION_ZONE
    ]

    simple_action_types = [
        ActionType.START_GAME, ActionType.HEADS, ActionType.TAILS,
        ActionType.KICK, ActionType.RECEIVE, ActionType.END_SETUP,
        ActionType.END_PLAYER_TURN, ActionType.USE_REROLL,
        ActionType.DONT_USE_REROLL, ActionType.USE_SKILL,
        ActionType.DONT_USE_SKILL, ActionType.END_TURN, ActionType.STAND_UP,
        ActionType.SELECT_ATTACKER_DOWN, ActionType.SELECT_BOTH_DOWN,
        ActionType.SELECT_PUSH, ActionType.SELECT_DEFENDER_STUMBLES,
        ActionType.SELECT_DEFENDER_DOWN, ActionType.SELECT_NONE
    ]

    defensive_formation_action_types = [
        ActionType.SETUP_FORMATION_SPREAD, ActionType.SETUP_FORMATION_ZONE
    ]

    offensive_formation_action_types = [
        ActionType.SETUP_FORMATION_WEDGE, ActionType.SETUP_FORMATION_LINE
    ]

    positional_action_types = [
        ActionType.PLACE_BALL, ActionType.PUSH, ActionType.FOLLOW_UP,
        ActionType.MOVE, ActionType.BLOCK, ActionType.PASS, ActionType.FOUL,
        ActionType.HANDOFF, ActionType.LEAP, ActionType.STAB,
        ActionType.SELECT_PLAYER, ActionType.START_MOVE,
        ActionType.START_BLOCK, ActionType.START_BLITZ, ActionType.START_PASS,
        ActionType.START_FOUL, ActionType.START_HANDOFF
    ]

    # Procedures that require actions
    procedures = [
        StartGame, CoinTossFlip, CoinTossKickReceive, Setup, PlaceBall,
        HighKick, Touchback, Turn, PlayerAction, Block, Push, FollowUp,
        Apothecary, PassAction, Interception, Reroll
    ]

    play_on_both_sides = False

    def __init__(self, config, home_team, away_team, opp_actor=None):
        self.__version__ = "0.0.3"
        self.config = config
        self.config.competition_mode = False
        self.config.fast_mode = True
        self.game = None
        self.team_id = None
        self.ruleset = load_rule_set(config.ruleset, all_rules=False)
        self.home_team = home_team
        self.away_team = away_team
        self.actor = Agent("Gym Learner", human=True)
        self.opp_actor = opp_actor if opp_actor is not None else RandomBot(
            "Random")
        self._seed = None
        self.seed()
        self.root = None
        self.cv = None
        self.last_obs = None
        self.last_report_idx = 0
        self.last_ball_team = None
        self.last_ball_x = None
        self.own_team = None
        self.opp_team = None

        self.layers = [
            OccupiedLayer(),
            OwnPlayerLayer(),
            OppPlayerLayer(),
            OwnTackleZoneLayer(),
            OppTackleZoneLayer(),
            UpLayer(),
            StunnedLayer(),
            UsedLayer(),
            RollProbabilityLayer(),
            BlockDiceLayer(),
            ActivePlayerLayer(),
            TargetPlayerLayer(),
            MALayer(),
            STLayer(),
            AGLayer(),
            AVLayer(),
            MovemenLeftLayer(),
            BallLayer(),
            OwnHalfLayer(),
            OwnTouchdownLayer(),
            OppTouchdownLayer(),
            SkillLayer(Skill.BLOCK),
            SkillLayer(Skill.DODGE),
            SkillLayer(Skill.SURE_HANDS),
            SkillLayer(Skill.CATCH),
            SkillLayer(Skill.PASS)
        ]

        for action_type in FFAIEnv.positional_action_types:
            self.layers.append(AvailablePositionLayer(action_type))

        arena = load_arena(self.config.arena)

        self.observation_space = spaces.Dict({
            'board':
            spaces.Box(low=0,
                       high=1,
                       shape=(len(self.layers), arena.height, arena.width)),
            'state':
            spaces.Box(low=0, high=1, shape=(50, )),
            'procedures':
            spaces.Box(low=0, high=1, shape=(len(FFAIEnv.procedures), )),
            'available-action-types':
            spaces.Box(low=0, high=1, shape=(len(FFAIEnv.actions), ))
        })

        self.action_space = spaces.Dict({
            'action-type':
            spaces.Discrete(len(FFAIEnv.actions)),
            'x':
            spaces.Discrete(arena.width),
            'y':
            spaces.Discrete(arena.height)
        })

    def step(self, action):
        if type(action['action-type']
                ) is ActionType and action['action-type'] in FFAIEnv.actions:
            action_type = action['action-type']
        else:
            action_type = FFAIEnv.actions[int(action['action-type'])]
        p = Square(
            action['x'], action['y']
        ) if action['x'] is not None and action['y'] is not None else None
        position = None
        player = None
        if action_type in self.positional_action_types:
            position = p
        real_action = Action(action_type=action_type,
                             position=position,
                             player=player)
        self.last_report_idx = len(self.game.state.reports)
        return self._step(real_action)

    def _step(self, action):
        self.game.step(action)
        if action.action_type in FFAIEnv.offensive_formation_action_types or action.action_type in FFAIEnv.defensive_formation_action_types:
            self.game.step(Action(ActionType.END_SETUP))
        reward = 0
        if self.game.get_winner() is not None:
            reward = 1 if self.game.get_winner() == self.actor else -1
        team = self.game.state.home_team if self.team_id == self.home_team.team_id else self.game.state.away_team
        opp_team = self.game.state.home_team if self.team_id != self.home_team.team_id else self.game.state.away_team
        ball_carrier = self.game.get_ball_carrier()
        ball_team = ball_carrier.team if ball_carrier is not None else None
        ball_position = self.game.get_ball_position()
        progression = 0
        if ball_team == team and self.last_ball_team:
            #print("From: ", self.last_ball_x, ", To: ", ball_position.x)
            if team == self.game.state.home_team:
                progression = self.last_ball_x - ball_position.x
            else:
                progression = ball_position.x - self.last_ball_x
            #print("Progression: ", progression)
        self.last_ball_x = ball_position.x if ball_position is not None else None
        self.last_ball_team = ball_team
        info = {
            'cas_inflicted': len(self.game.get_casualties(team)),
            'opp_cas_inflicted': len(self.game.get_casualties(opp_team)),
            'touchdowns': team.state.score,
            'opp_touchdowns': opp_team.state.score,
            'half': self.game.state.round,
            'round': self.game.state.round,
            'ball_progression': progression
        }
        return self._observation(
            self.game), reward, self.game.state.game_over, info

    def seed(self, seed=None):
        if seed is None:
            self._seed = np.random.randint(0, 2**31)
        self.rnd = np.random.RandomState(self._seed)
        if isinstance(self.opp_actor, RandomBot):
            self.opp_actor.rnd = self.rnd
        return self._seed

    def get_seed(self):
        return self._seed

    def get_game(self):
        return self.game

    def _observation(self, game):
        obs = {
            'board': {},
            'state': {},
            'procedures': {},
            'available-action-types': {}
        }
        for layer in self.layers:
            obs['board'][layer.name()] = layer.produce(game)

        active_team = game.state.available_actions[0].team if len(
            game.state.available_actions) > 0 else None
        opp_team = game.get_opp_team(
            active_team) if active_team is not None else None

        # State
        obs['state']['half'] = game.state.half - 1.0
        obs['state']['round'] = game.state.round / 8.0
        obs['state'][
            'is sweltering heat'] = 1.0 if game.state.weather == WeatherType.SWELTERING_HEAT else 0.0
        obs['state'][
            'is very sunny'] = 1.0 if game.state.weather == WeatherType.VERY_SUNNY else 0.0
        obs['state'][
            'is nice'] = 1.0 if game.state.weather.value == WeatherType.NICE else 0.0
        obs['state'][
            'is pouring rain'] = 1.0 if game.state.weather.value == WeatherType.POURING_RAIN else 0.0
        obs['state'][
            'is blizzard'] = 1.0 if game.state.weather.value == WeatherType.BLIZZARD else 0.0

        obs['state'][
            'is own turn'] = 1.0 if game.state.current_team == active_team else 0.0
        obs['state'][
            'is kicking first half'] = 1.0 if game.state.kicking_first_half == active_team else 0.0
        obs['state'][
            'is kicking this drive'] = 1.0 if game.state.kicking_this_drive == active_team else 0.0
        obs['state']['own reserves'] = len(game.get_reserves(
            active_team)) / 16.0 if active_team is not None else 0.0
        obs['state']['own kods'] = len(game.get_knocked_out(
            active_team)) / 16.0 if active_team is not None else 0.0
        obs['state']['own casualites'] = len(game.get_casualties(
            active_team)) / 16.0 if active_team is not None else 0.0
        obs['state']['opp reserves'] = len(
            game.get_reserves(game.get_opp_team(
                active_team))) / 16.0 if active_team is not None else 0.0
        obs['state']['opp kods'] = len(
            game.get_knocked_out(game.get_opp_team(
                active_team))) / 16.0 if active_team is not None else 0.0
        obs['state']['opp casualties'] = len(
            game.get_casualties(game.get_opp_team(
                active_team))) / 16.0 if active_team is not None else 0.0

        obs['state'][
            'own score'] = active_team.state.score / 16.0 if active_team is not None else 0.0
        obs['state'][
            'own turns'] = active_team.state.turn / 8.0 if active_team is not None else 0.0
        obs['state'][
            'own starting rerolls'] = active_team.state.rerolls_start / 8.0 if active_team is not None else 0.0
        obs['state'][
            'own rerolls left'] = active_team.state.rerolls / 8.0 if active_team is not None else 0.0
        obs['state'][
            'own ass coaches'] = active_team.state.ass_coaches / 8.0 if active_team is not None else 0.0
        obs['state'][
            'own cheerleaders'] = active_team.state.cheerleaders / 8.0 if active_team is not None else 0.0
        obs['state'][
            'own bribes'] = active_team.state.bribes / 4.0 if active_team is not None else 0.0
        obs['state'][
            'own babes'] = active_team.state.babes / 4.0 if active_team is not None else 0.0
        obs['state'][
            'own apothecaries'] = 0.0 if active_team is None else active_team.state.apothecaries / 2
        obs['state'][
            'own reroll available'] = 1.0 if active_team is not None and not active_team.state.reroll_used else 0.0
        obs['state'][
            'own fame'] = active_team.state.fame if active_team is not None else 0.0

        obs['state'][
            'opp score'] = opp_team.state.score / 16.0 if opp_team is not None else 0.0
        obs['state'][
            'opp turns'] = opp_team.state.turn / 8.0 if opp_team is not None else 0.0
        obs['state'][
            'opp starting rerolls'] = opp_team.state.rerolls_start / 8.0 if opp_team is not None else 0.0
        obs['state'][
            'opp rerolls left'] = opp_team.state.rerolls / 8.0 if opp_team is not None else 0.0
        obs['state'][
            'opp ass coaches'] = opp_team.state.ass_coaches / 8.0 if opp_team is not None else 0.0
        obs['state'][
            'opp cheerleaders'] = opp_team.state.cheerleaders / 8.0 if opp_team is not None else 0.0
        obs['state'][
            'opp bribes'] = opp_team.state.bribes / 4.0 if opp_team is not None else 0.0
        obs['state'][
            'opp babes'] = opp_team.state.babes / 4.0 if opp_team is not None else 0.0
        obs['state'][
            'opp apothecaries'] = 0.0 if opp_team is None else active_team.state.apothecaries / 2
        obs['state'][
            'opp reroll available'] = 1.0 if opp_team is not None and not opp_team.state.reroll_used else 0.0
        obs['state'][
            'opp fame'] = opp_team.state.fame if opp_team is not None else 0.0

        obs['state']['is blitz available'] = 1.0 if game.is_blitz_available(
        ) else 0.0
        obs['state']['is pass available'] = 1.0 if game.is_pass_available(
        ) else 0.0
        obs['state'][
            'is handoff available'] = 1.0 if game.is_handoff_available(
            ) else 0.0
        obs['state']['is foul available'] = 1.0 if game.is_foul_available(
        ) else 0.0
        obs['state']['is blitz'] = 1.0 if game.is_blitz() else 0.0
        obs['state']['is quick snap'] = 1.0 if game.is_quick_snap() else 0.0

        obs['state'][
            'is move action'] = 1.0 if game.state.active_player is not None and game.get_player_action_type(
            ) == PlayerActionType.MOVE else 0.0
        obs['state'][
            'is block action'] = 1.0 if game.state.active_player is not None and game.get_player_action_type(
            ) == PlayerActionType.BLOCK else 0.0
        obs['state'][
            'is blitz action'] = 1.0 if game.state.active_player is not None and game.get_player_action_type(
            ) == PlayerActionType.BLITZ else 0.0
        obs['state'][
            'is pass action'] = 1.0 if game.state.active_player is not None and game.get_player_action_type(
            ) == PlayerActionType.PASS else 0.0
        obs['state'][
            'is handoff action'] = 1.0 if game.state.active_player is not None and game.get_player_action_type(
            ) == PlayerActionType.HANDOFF else 0.0
        obs['state'][
            'is foul action'] = 1.0 if game.state.active_player is not None and game.get_player_action_type(
            ) == PlayerActionType.FOUL else 0.0

        # Procedure
        for procedure in FFAIEnv.procedures:
            proc_name = procedure.__name__
            obs['procedures'][proc_name] = 0.0

        for procedure in game.state.stack.items:
            if procedure.__class__ in FFAIEnv.procedures:
                # proc_idx = FFAIEnv.procedures.index(procedure.__class__)
                proc_name = procedure.__class__.__name__
                obs['procedures'][proc_name] = 1.0

        self.last_obs = obs

        # Actions
        for action_type in FFAIEnv.actions:
            obs['available-action-types'][action_type.name] = 0.0

        for action_choice in game.get_available_actions():
            # idx = FFAIEnv.actions.index(action_choice.action_type)
            action_name = action_choice.action_type.name
            obs['available-action-types'][action_name] = 1.0

        return obs

    def reset(self):
        if not FFAIEnv.play_on_both_sides or self.rnd.randint(0, 2) == 0:
            self.team_id = self.home_team.team_id
            home_agent = self.actor
            away_agent = self.opp_actor
        else:
            self.team_id = self.away_team.team_id
            home_agent = self.opp_actor
            away_agent = self.actor
        seed = self.rnd.randint(0, 2**31)
        self.game = Game(game_id=str(uuid.uuid1()),
                         home_team=deepcopy(self.home_team),
                         away_team=deepcopy(self.away_team),
                         home_agent=home_agent,
                         away_agent=away_agent,
                         config=self.config,
                         ruleset=self.ruleset,
                         seed=seed)
        self.last_report_idx = len(self.game.state.reports)
        self.last_ball_team = None
        self.last_ball_x = None
        self.game.init()
        self.own_team = self.game.get_agent_team(self.actor)
        self.opp_team = self.game.get_agent_team(self.opp_actor)

        return self._observation(self.game)

    def get_outcomes(self):
        if self.last_report_idx == len(self.game.state.reports):
            return []
        return self.game.state.reports[self.last_report_idx:]

    def available_action_types(self):
        if isinstance(self.game.get_procedure(), Setup):
            if self.game.get_kicking_team().team_id == self.team_id:
                return [
                    FFAIEnv.actions.index(action_type)
                    for action_type in self.defensive_formation_action_types
                ]
            else:
                return [
                    FFAIEnv.actions.index(action_type)
                    for action_type in self.offensive_formation_action_types
                ]
        return [
            action.action_type for action in self.game.state.available_actions
            if action.action_type in FFAIEnv.actions
        ]

    def available_positions(self, action_type):
        action = None
        for a in self.game.state.available_actions:
            if a.action_type == action_type:
                action = a
        if action is None:
            return []
        if action.action_type in FFAIEnv.positional_action_types:
            if action.positions:
                return [
                    position for position in action.positions
                    if position is not None
                ]
            elif action.players:
                return [
                    player.position for player in action.players
                    if player is not None
                ]
        return []

    def _available_players(self, action_type):
        action = None
        for a in self.game.state.available_actions:
            if a.action_type == FFAIEnv.actions[action_type]:
                action = a
        if action is None:
            return []
        return [player.position for player in action.players]

    def _draw_player(self, player, x, y):
        if player.team == self.game.state.home_team:
            fill = FFAIEnv.blue
        else:
            fill = FFAIEnv.red
        width = max(1, player.get_st() - 1)
        if player.has_skill(Skill.BLOCK):
            outline = 'red'
        elif player.has_skill(Skill.CATCH):
            outline = 'yellow'
        elif player.has_skill(Skill.PASS):
            outline = 'white'
        elif player.get_st() > 3:
            outline = 'green'
        else:
            outline = 'grey'
        self.cv.create_oval(x,
                            y,
                            x + FFAIEnv.square_size,
                            y + FFAIEnv.square_size,
                            fill=fill,
                            outline=outline,
                            width=width)
        text_fill = 'grey' if player.state.used else 'black'
        self.cv.create_text(x + FFAIEnv.square_size / 2,
                            y + FFAIEnv.square_size / 2,
                            text=str(player.nr),
                            fill=text_fill)

        # State
        if not player.state.up:
            self.cv.create_line(FFAIEnv.square_size * x,
                                FFAIEnv.square_size * y +
                                FFAIEnv.top_bar_height,
                                FFAIEnv.square_size * x + FFAIEnv.square_size,
                                FFAIEnv.square_size * y + FFAIEnv.square_size +
                                FFAIEnv.top_bar_height,
                                fill='white',
                                width=1)
        if player.state.stunned:
            self.cv.create_line(FFAIEnv.square_size * x + FFAIEnv.square_size,
                                FFAIEnv.square_size * y +
                                FFAIEnv.top_bar_height,
                                FFAIEnv.square_size * x,
                                FFAIEnv.square_size * y + FFAIEnv.square_size +
                                FFAIEnv.top_bar_height,
                                fill='white',
                                width=1)

    def render(self, feature_layers=False):

        if self.root is None:
            self.root = tk.Tk()
            self.root.title("FFAI Gym")
            self.game_width = max(500,
                                  self.game.arena.width * FFAIEnv.square_size)
            self.game_height = self.game.arena.height * FFAIEnv.square_size + FFAIEnv.top_bar_height + FFAIEnv.bot_bar_height
            if feature_layers:
                self.cols = math.floor(math.sqrt(len(self.layers)))
                self.rows = math.ceil(math.sqrt(len(self.layers)))
                self.fl_width = (
                    self.game.arena.width + 1
                ) * self.cols * FFAIEnv.square_size_fl + FFAIEnv.square_size_fl
                self.fl_height = (
                    (self.game.arena.height + 1) * FFAIEnv.square_size_fl +
                    FFAIEnv.layer_text_height
                ) * self.rows + FFAIEnv.square_size_fl
                self.cv = tk.Canvas(width=max(self.game_width, self.fl_width),
                                    height=self.fl_height + self.game_height,
                                    master=self.root)
            else:
                self.cv = tk.Canvas(width=self.game_width,
                                    height=self.game_height,
                                    master=self.root)

        self.cv.pack(side='top', fill='both', expand='yes')
        self.cv.delete("all")
        self.root.configure(background='black')

        if self.game is not None:
            # Squares
            for y in range(self.game.arena.height):
                for x in range(self.game.arena.width):
                    if self.game.arena.board[y][x] == Tile.CROWD:
                        fill = FFAIEnv.crowd
                    elif self.game.arena.board[y][
                            x] in TwoPlayerArena.home_td_tiles:
                        fill = FFAIEnv.blue
                    elif self.game.arena.board[y][
                            x] in TwoPlayerArena.away_td_tiles:
                        fill = FFAIEnv.red
                    elif self.game.arena.board[y][
                            x] in TwoPlayerArena.wing_left_tiles or self.game.arena.board[
                                y][x] in TwoPlayerArena.wing_right_tiles:
                        fill = FFAIEnv.wing
                    elif self.game.arena.board[y][
                            x] in TwoPlayerArena.scrimmage_tiles:
                        fill = FFAIEnv.scrimmage
                    else:
                        fill = FFAIEnv.field
                    self.cv.create_rectangle(
                        FFAIEnv.square_size * x,
                        FFAIEnv.square_size * y + FFAIEnv.top_bar_height,
                        FFAIEnv.square_size * x + FFAIEnv.square_size,
                        FFAIEnv.square_size * y + FFAIEnv.square_size +
                        FFAIEnv.top_bar_height,
                        fill=fill,
                        outline=FFAIEnv.black)

            self.cv.create_line(
                self.game.arena.width * FFAIEnv.square_size / 2.0 - 1,
                FFAIEnv.top_bar_height,
                self.game.arena.width * FFAIEnv.square_size / 2.0 - 1,
                self.game.arena.height * FFAIEnv.square_size +
                FFAIEnv.top_bar_height,
                fill=FFAIEnv.black,
                width=2)

            # Players
            for y in range(self.game.state.pitch.height):
                for x in range(self.game.state.pitch.width):
                    player = self.game.state.pitch.board[y][x]
                    if player is not None:
                        self._draw_player(
                            player, FFAIEnv.square_size * x,
                            FFAIEnv.square_size * y + FFAIEnv.top_bar_height)

            # Dugouts
            x = 4
            y = self.game.arena.height * FFAIEnv.square_size + FFAIEnv.top_bar_height + 4
            for player in self.game.get_reserves(self.game.state.away_team):
                self._draw_player(player, x, y)
                x += FFAIEnv.square_size
            x = 4
            y += FFAIEnv.square_size
            for player in self.game.get_knocked_out(self.game.state.away_team):
                self._draw_player(player, x, y)
                x += FFAIEnv.square_size
            x = 4
            y += FFAIEnv.square_size
            for player in self.game.get_casualties(self.game.state.away_team):
                self._draw_player(player, x, y)
                x += FFAIEnv.square_size
            x = 4
            y += FFAIEnv.square_size
            for player in self.game.get_dungeon(self.game.state.away_team):
                self._draw_player(player, x, y)
                x += FFAIEnv.square_size

            x = self.game.arena.width * FFAIEnv.square_size - FFAIEnv.square_size
            y = self.game.arena.height * FFAIEnv.square_size + FFAIEnv.top_bar_height + 4
            for player in self.game.get_reserves(self.game.state.home_team):
                self._draw_player(player, x, y)
                x -= FFAIEnv.square_size
            x = self.game.arena.width * FFAIEnv.square_size - FFAIEnv.square_size
            y += FFAIEnv.square_size
            for player in self.game.get_knocked_out(self.game.state.home_team):
                self._draw_player(player, x, y)
                x -= FFAIEnv.square_size
            x = self.game.arena.width * FFAIEnv.square_size - FFAIEnv.square_size
            y += FFAIEnv.square_size
            for player in self.game.get_casualties(self.game.state.home_team):
                self._draw_player(player, x, y)
                x -= FFAIEnv.square_size
            x = self.game.arena.width * FFAIEnv.square_size - FFAIEnv.square_size
            y += FFAIEnv.square_size
            for player in self.game.get_dungeon(self.game.state.home_team):
                self._draw_player(player, x, y)
                x -= FFAIEnv.square_size

            # Ball
            for ball in self.game.state.pitch.balls:
                self.cv.create_oval(
                    FFAIEnv.square_size * ball.position.x +
                    FFAIEnv.square_size / 4,
                    FFAIEnv.square_size * ball.position.y +
                    FFAIEnv.square_size / 4 + FFAIEnv.top_bar_height,
                    FFAIEnv.square_size * ball.position.x +
                    FFAIEnv.square_size - FFAIEnv.square_size / 4,
                    FFAIEnv.square_size * ball.position.y +
                    FFAIEnv.square_size - FFAIEnv.square_size / 4 +
                    FFAIEnv.top_bar_height,
                    fill=FFAIEnv.ball,
                    outline=FFAIEnv.black,
                    width=1)

            # Non-spatial
            self.cv.create_text(
                self.game.arena.width * FFAIEnv.square_size / 2.0,
                10,
                text='Half: {}, Weather: {}'.format(
                    self.game.state.half, self.game.state.weather.name),
                fill='black')
            self.cv.create_text(
                self.game.arena.width * FFAIEnv.square_size / 2.0,
                34,
                text='{}: Score: {}, Turn: {}, RR: {}/{}, Bribes: {}'.format(
                    self.game.state.away_team.name,
                    self.game.state.away_team.state.score,
                    self.game.state.away_team.state.turn,
                    self.game.state.away_team.state.rerolls,
                    self.game.state.away_team.state.rerolls_start,
                    self.game.state.away_team.state.bribes),
                fill='blue')
            self.cv.create_text(
                self.game.arena.width * FFAIEnv.square_size / 2.0,
                22,
                text='{}: Score: {}, Turn: {}, RR: {}/{}, Bribes: {}'.format(
                    self.game.state.home_team.name,
                    self.game.state.home_team.state.score,
                    self.game.state.home_team.state.turn,
                    self.game.state.home_team.state.rerolls,
                    self.game.state.home_team.state.rerolls_start,
                    self.game.state.home_team.state.bribes),
                fill='red')

        # Feature layers
        if feature_layers:
            row = 0
            col = 0
            for name, grid in self.last_obs['board'].items():
                grid_x = col * (
                    len(grid[0]) +
                    1) * FFAIEnv.square_size_fl + FFAIEnv.square_size_fl
                grid_y = row * (
                    len(grid) + 1
                ) * FFAIEnv.square_size_fl + self.game_height + FFAIEnv.square_size_fl + (
                    (row + 1) * FFAIEnv.layer_text_height)

                self.cv.create_text(
                    grid_x + (len(grid[0]) * FFAIEnv.square_size_fl) / 2,
                    grid_y - FFAIEnv.layer_text_height / 2,
                    text=name)
                self.cv.create_rectangle(
                    grid_x,
                    grid_y,
                    grid_x + len(grid[0]) * FFAIEnv.square_size_fl,
                    grid_y + len(grid) * FFAIEnv.square_size_fl,
                    fill='black',
                    outline=FFAIEnv.black,
                    width=2)
                for y in range(len(grid)):
                    for x in range(len(grid[0])):
                        value = 1 - grid[y][x]
                        fill = '#%02x%02x%02x' % (int(
                            value * 255), int(value * 255), int(value * 255))
                        self.cv.create_rectangle(
                            FFAIEnv.square_size_fl * x + grid_x,
                            FFAIEnv.square_size_fl * y + grid_y,
                            FFAIEnv.square_size_fl * x + grid_x +
                            FFAIEnv.square_size_fl,
                            FFAIEnv.square_size_fl * y + grid_y +
                            FFAIEnv.square_size_fl,
                            fill=fill,
                            outline=FFAIEnv.black)
                col += 1
                if col >= self.cols:
                    col = 0
                    row += 1

        self.root.update_idletasks()
        self.root.update()

    def close(self):
        self.game = None
        self.root = None
        self.cv = None
Esempio n. 4
0
# Load configurations, rules, arena and teams
config = load_config("bot-bowl-i.json")
ruleset = load_rule_set(config.ruleset, all_rules=False)  # We don't need all the rules
arena = load_arena(config.arena)
home = load_team_by_filename("human", ruleset)
away = load_team_by_filename("human", ruleset)
config.competition_mode = False

# Play 5 games as away
for i in range(5):
    away_agent = make_bot('grodbot')
    away_agent.name = 'grodbot'
    home_agent = make_bot('scripted')
    home_agent.name = 'scripted'
    config.debug_mode = False
    game = Game(i, home, away, home_agent, away_agent, config, arena=arena, ruleset=ruleset)
    game.config.fast_mode = True

    print("Starting game", (i + 1))
    start = time.time()
    game.init()
    end = time.time()
    print(end - start)

# Play 5 games as home
for i in range(5):
    away_agent = make_bot('scripted')
    away_agent.name = 'scripted'
    home_agent = make_bot('grodbot')
    home_agent.name = 'grodbot'
    config.debug_mode = False