Esempio n. 1
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    def _get_enemy_commands(self):
        """Get enemy commands based on the 'ai_type'
        NOTE: Override this function in case you want custom enemy AI.
        TODO: Initialize func for AI only once.
        """
        cmds = []
        func = lambda *args: None

        if self.ai_type == 'attack_closest':
            func = utils.get_closest
        elif self.ai_type == 'attack_weakest':
            func = utils.get_weakest

        for unit in self.state2.units[self.state2.player_id]:
            opp_unit = func(unit, self.state2, self.state1.player_id)

            if opp_unit is None:
                continue
            dist = utils.get_distance(opp_unit.x, opp_unit.y, unit.x, unit.y)
            vision = tcc.staticvalues['sightRange'][
                unit.type] / DISTANCE_FACTOR

            # Check if the our unit is in range of enemy then attack
            if (dist <= vision or self.full_vision):
                cmds.append([
                    tcc.command_unit_protected, unit.id,
                    tcc.unitcommandtypes.Attack_Unit, opp_unit.id
                ])

        # No-op or empty cmds means in built AI will be emulated
        return cmds
Esempio n. 2
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    def _make_observation(self):
        myself = None
        enemy = None
        for uid, ut in self.state['units_myself'].iteritems():
            myself = ut
        for uid, ut in self.state['units_enemy'].iteritems():
            enemy = ut

        obs = np.zeros(self.observation_space.shape)

        if myself is not None and enemy is not None:
            obs[0] = myself.health
            obs[1] = myself.groundCD
            obs[2] = myself.groundRange / DISTANCE_FACTOR - 1
            obs[3] = 0.0
            obs[4] = utils.get_degree(myself.x, -myself.y, enemy.x,
                                      -enemy.y) / 180
            obs[5] = utils.get_distance(myself.x, -myself.y, enemy.x,
                                        -enemy.y) / DISTANCE_FACTOR - 1
            obs[6] = enemy.health
            obs[7] = enemy.groundCD
            obs[8] = enemy.groundRange / DISTANCE_FACTOR - 1
            obs[9] = 1.0
        else:
            obs[9] = 1.0

        return obs
Esempio n. 3
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    def _compute_reward(self):
        reward = np.zeros(self.nagents)

        enemy_id = self.enemy_ids[0]
        enemy = self.enemy_current_units[enemy_id]

        for idx in range(self.nagents):
            if self.agent_ids[idx] not in self.my_current_units:
                continue

            unit = self.my_current_units[self.agent_ids[idx]]

            dist = utils.get_distance(unit.x, unit.y, enemy.x, enemy.y)

            if dist <= self.vision:
                self.near_enemy[idx] = 1
            else:
                self.near_enemy[idx] = 0

        for idx in range(self.nagents):
            if self.agent_ids[idx] not in self.my_current_units:
                continue

            if self.near_enemy[idx] == 1:
                reward[idx] += self.ONPREY_REWARD * (np.count_nonzero(self.near_enemy) ** self.prey_exponent)
            else:
                reward[idx] += self.TIMESTEP_PENALTY

        return reward
Esempio n. 4
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    def _make_observation(self):
        myself = None
        enemy = None
        for uid, ut in self.state['units_myself'].iteritems():
            myself = ut
        for uid, ut in self.state['units_enemy'].iteritems():
            enemy = ut

        obs = np.zeros(self.observation_space.shape)

        if myself is not None and enemy is not None:
            obs[0] = myself.health
            obs[1] = myself.groundCD
            obs[2] = myself.groundRange / DISTANCE_FACTOR - 1
            obs[3] = 0.0
            obs[4] = utils.get_degree(myself.x, -myself.y, enemy.x,
                                      -enemy.y) / 180
            obs[5] = utils.get_distance(myself.x, -myself.y, enemy.x,
                                        -enemy.y) / DISTANCE_FACTOR - 1
            obs[6] = enemy.health
            obs[7] = enemy.groundCD
            obs[8] = enemy.groundRange / DISTANCE_FACTOR - 1
            obs[9] = 1.0
        else:
            obs[9] = 1.0

        return obs
    def _make_observation(self):
        myself = None
        enemy = None
        factor_list = ["factor "]
        id_list = ["id "]
        #help(self.state.units[0][0])
        #for command in self.state.unitcommands
        for unit in self.state.units[0]:
            myself = unit
            id_list.append(str(unit.command.targetId))
            factor_list.append(str(unit.attacking))
        for unit in self.state.units[1]:
            enemy = unit
        #print (" ").join(factor_list)
        #print (" ").join(id_list)
        obs = np.zeros(self.observation_space.shape)

        if myself is not None and enemy is not None:
            obs[0] = myself.health
            obs[1] = myself.groundCD
            obs[2] = myself.groundRange / DISTANCE_FACTOR - 1
            obs[3] = 0.0
            obs[4] = utils.get_degree(myself.x, -myself.y, enemy.x,
                                      -enemy.y) / 180
            obs[5] = utils.get_distance(myself.x, -myself.y, enemy.x,
                                        -enemy.y) / DISTANCE_FACTOR - 1
            obs[6] = enemy.health
            obs[7] = enemy.groundCD
            obs[8] = enemy.groundRange / DISTANCE_FACTOR - 1
            obs[9] = 1.0
        else:
            obs[9] = 1.0

        return obs
 def get_distance_degree(self, unit):
     dd = []
     for id in self.id_list:
         t = self.units_dict[id]
         distance = utils.get_distance(unit.x, unit.y, t.x, t.y)
         degree = utils.get_degree(unit.x, unit.y, t.x, t.y) / 180.
         dd += [distance, degree]
     return dd
    def _make_observation(self):
        myself = None
        enemy = None

        full_obs = np.zeros((self.nagents, ) + self.observation_space.shape)

        for idx in range(self.nagents):
            agent_id = self.agent_ids[idx]

            if agent_id in self.my_current_units:
                myself = self.my_current_units[agent_id]
            else:
                myself = None

            if myself is None:
                continue

            curr_obs = full_obs[idx]
            curr_obs[0] = myself.x / self.state1.map_size[0]
            curr_obs[1] = myself.y / self.state1.map_size[1]

            for enemy_idx in range(self.nenemies):
                enemy_id = self.enemy_ids[enemy_idx]
                if enemy_id in self.enemy_current_units:
                    enemy = self.enemy_current_units[enemy_id]
                else:
                    enemy = None

                if enemy is None:
                    continue

                if (myself.attacking or myself.starting_attack) and \
                    self.prev_actions[idx] == enemy_idx + len(self.move_steps):
                    self.attack_map[idx][enemy_idx] = 1

                distance = utils.get_distance(myself.x, myself.y, enemy.x,
                                              enemy.y)

                obs_idx = 2 + enemy_idx * 3

                if distance <= self.vision or self.full_vision:
                    curr_obs[obs_idx] = (myself.x - enemy.x) / (self.vision)
                    curr_obs[obs_idx +
                             1] = (myself.y - enemy.y) / (self.vision)
                    curr_obs[obs_idx + 2] = 0
                else:
                    curr_obs[obs_idx] = 0
                    curr_obs[obs_idx + 1] = 0
                    curr_obs[obs_idx + 2] = 1
        return full_obs
Esempio n. 8
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    def _make_observation(self):
        myself = None
        enemy = None

        full_obs = np.zeros((self.nagents, ) + self.observation_space.shape)

        for idx in range(self.nagents):
            agent_id = self.agent_ids[idx]

            if agent_id in self.my_current_units:
                myself = self.my_current_units[agent_id]
            else:
                myself = None

            if myself is None:
                continue

            curr_obs = full_obs[idx]
            curr_obs[0] = myself.x / self.state1.map_size[0]
            curr_obs[1] = myself.y / self.state1.map_size[1]

            # To simplify add unit's health and shield points
            curr_obs[2] = (myself.health + myself.shield) / (
                myself.max_health + myself.max_shield)

            cd = getattr(myself,
                         self.unit_attributes[myself.type]['cdAttribute'])

            curr_obs[3] = cd / self.unit_attributes[myself.type]['maxCD']
            curr_obs[4] = self.prev_actions[idx] / self.nactions

            # Get observation for each enemy for each agent
            for enemy_idx in range(self.nenemies):
                enemy_id = self.enemy_ids[enemy_idx]
                if enemy_id in self.enemy_current_units:
                    enemy = self.enemy_current_units[enemy_id]
                else:
                    enemy = None

                if enemy is None:
                    continue

                if (myself.attacking or myself.starting_attack) and \
                    self.prev_actions[idx] == enemy_idx + len(self.move_steps):
                    self.attack_map[idx][enemy_idx] = 1

                distance = utils.get_distance(myself.x, myself.y, enemy.x,
                                              enemy.y)

                obs_idx = 5 + enemy_idx * 5

                if distance <= self.vision or self.full_vision:
                    curr_obs[obs_idx] = (myself.x - enemy.x) / (self.vision)
                    curr_obs[obs_idx +
                             1] = (myself.y - enemy.y) / (self.vision)
                    curr_obs[obs_idx + 2] = 0
                else:
                    curr_obs[obs_idx] = 0
                    curr_obs[obs_idx + 1] = 0
                    curr_obs[obs_idx + 2] = 1

                curr_obs[obs_idx + 3] = (enemy.health + enemy.shield) / (
                    enemy.max_health + enemy.max_shield)
                cd = getattr(enemy,
                             self.unit_attributes[enemy.type]['cdAttribute'])
                curr_obs[obs_idx +
                         4] = cd / self.unit_attributes[enemy.type]['maxCD']

        return full_obs
Esempio n. 9
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    def _make_commands(self, actions):
        cmds = []
        if self.state1 is None or actions is None:
            return cmds

        # Hack for case when map is not purely cleaned for frame
        if len(self.state1.units[self.state1.player_id]) > self.nagents:
            return cmds

        enemy_unit = None

        for idx in range(self.nagents):
            agent_id = self.agent_ids[idx]

            if agent_id not in self.my_current_units:
                # Agent is probably dead
                continue

            my_unit = self.my_current_units[agent_id]
            action = actions[idx]
            prev_action = self.prev_actions[idx]

            if action < len(self.move_steps):
                new_x = my_unit.x + self.move_steps[action][0] * self.step_size
                new_y = my_unit.y + self.move_steps[action][1] * self.step_size

                new_x = min(new_x, self.init_range_end)
                new_y = min(new_y, self.init_range_end)

                new_x = max(new_x, self.init_range_start)
                new_y = max(new_y, self.init_range_start)

                # Move commands always override previous commands (required for kiting)
                cmds.append([
                    tcc.command_unit, my_unit.id, tcc.unitcommandtypes.Move,
                    -1,
                    int(new_x),
                    int(new_y), -1
                ])
            else:
                enemy_id = action - len(self.move_steps)

                enemy_id = self.enemy_ids[enemy_id]

                if enemy_id in self.enemy_current_units:
                    enemy_unit = self.enemy_current_units[enemy_id]
                else:
                    enemy_unit = None

                if not enemy_unit:
                    continue

                distance = utils.get_distance(my_unit.x, -my_unit.y,
                                              enemy_unit.x, -enemy_unit.y)

                unit_command = tcc.command_unit_protected

                # Send protected command only if previous command was attack
                if prev_action < len(self.move_steps):
                    unit_command = tcc.command_unit

                range_attribute = self.unit_attributes[
                    my_unit.type]['rangeAttribute']

                # Should be in attack range to attack
                if distance <= getattr(
                        my_unit,
                        range_attribute) or self.unlimited_attack_range:
                    cmds.append([
                        unit_command, my_unit.id,
                        tcc.unitcommandtypes.Attack_Unit, enemy_unit.id
                    ])
        self.prev_actions = actions
        return cmds
Esempio n. 10
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 def test_get_distance(self):
     self.assertEquals(utils.get_distance(10, -10, 10, -20), 10)
     self.assertEquals(utils.get_distance(10, -10, 10, -5), 5)
     self.assertEquals(utils.get_distance(10, -10, 5, -10), 5)
     self.assertEquals(utils.get_distance(10, -10, 15, -10), 5)