def _setup(self, player_setup, map_name, screen_size_px=(64, 64), minimap_size_px=(64, 64), camera_width_world_units=None, discount=1., visualize=False, step_mul=None, save_replay_episodes=0, replay_dir=None, game_steps_per_episode=None, score_index=None, score_multiplier=None): if save_replay_episodes and not replay_dir: raise ValueError("Missing replay_dir") self._map = maps.get(map_name) self._discount = discount self._step_mul = step_mul or self._map.step_mul self._save_replay_episodes = save_replay_episodes self._replay_dir = replay_dir self._total_steps = 0 if score_index is None: self._score_index = self._map.score_index else: self._score_index = score_index if score_multiplier is None: self._score_multiplier = self._map.score_multiplier else: self._score_multiplier = score_multiplier self._last_score = None self._episode_length = (game_steps_per_episode or self._map.game_steps_per_episode) self._episode_steps = 0 self._run_config = run_configs.get() self._parallel = run_parallel.RunParallel() # Needed for multiplayer. screen_size_px = point.Point(*screen_size_px) minimap_size_px = point.Point(*minimap_size_px) interface = sc_pb.InterfaceOptions( raw=True, score=True, feature_layer=sc_pb.SpatialCameraSetup( width=camera_width_world_units or 24)) screen_size_px.assign_to(interface.feature_layer.resolution) minimap_size_px.assign_to(interface.feature_layer.minimap_resolution) self._launch(interface, player_setup) game_info = self._controllers[0].game_info() self.game_info = game_info static_data = self._controllers[0].data() self._features = features.Features(game_info) if visualize: self._renderer_human = renderer_human.RendererHuman() self._renderer_human.init(game_info, static_data) else: self._renderer_human = None self._episode_count = 0 self._obs = None self._state = environment.StepType.LAST # Want to jump to `reset`.
def main(unused_argv): interface = sc_pb.InterfaceOptions() interface.raw = True interface.score = True interface.feature_layer.width = 24 interface.feature_layer.resolution.x = 84 interface.feature_layer.resolution.y = 84 interface.feature_layer.minimap_resolution.x = 64 interface.feature_layer.minimap_resolution.y = 64 timeline = [] start = time.time() run_config = run_configs.get() proc = run_config.start() process = psutil.Process(proc.pid) episode = 0 def add(s): cpu = process.cpu_times().user mem = process.memory_info().rss / 2**20 # In Mb step = Timestep(episode, time.time() - start, cpu, mem, s) print(step) timeline.append(step) if mem > FLAGS.mem_limit: raise MemoryException("%s Mb mem limit exceeded" % FLAGS.mem_limit) try: add("Started process") controller = proc.controller map_inst = maps.get("Simple64") create = sc_pb.RequestCreateGame( realtime=False, disable_fog=False, local_map=sc_pb.LocalMap(map_path=map_inst.path, map_data=map_inst.data(run_config))) create.player_setup.add(type=sc_pb.Participant) create.player_setup.add(type=sc_pb.Computer, race=sc_common.Random, difficulty=sc_pb.CheatInsane) join = sc_pb.RequestJoinGame(race=sc_common.Random, options=interface) controller.create_game(create) add("Created game") controller.join_game(join) episode += 1 add("Joined game") for _ in range(FLAGS.episodes): for i in range(2000): controller.step(16) obs = controller.observe() if obs.player_result: add("Lost on step %s" % i) break if i > 0 and i % 100 == 0: add("Step %s" % i) controller.restart() episode += 1 add("Restarted") add("Done") except KeyboardInterrupt: pass except (MemoryException, protocol.ConnectionError) as e: print(e) finally: proc.close() print("Timeline:") for t in timeline: print(t)
def main(unused_argv): """Run SC2 to play a game or a replay.""" if FLAGS.trace: stopwatch.sw.trace() elif FLAGS.profile: stopwatch.sw.enable() if (FLAGS.map and FLAGS.replay) or (not FLAGS.map and not FLAGS.replay): sys.exit("Must supply either a map or replay.") if FLAGS.replay and not FLAGS.replay.lower().endswith("sc2replay"): sys.exit("Replay must end in .SC2Replay.") if FLAGS.realtime and FLAGS.replay: # TODO(tewalds): Support realtime in replays once the game supports it. sys.exit("realtime isn't possible for replays yet.") if FLAGS.render and (FLAGS.realtime or FLAGS.full_screen): sys.exit("disable pygame rendering if you want realtime or full_screen.") if platform.system() == "Linux" and (FLAGS.realtime or FLAGS.full_screen): sys.exit("realtime and full_screen only make sense on Windows/MacOS.") if not FLAGS.render and FLAGS.render_sync: sys.exit("render_sync only makes sense with pygame rendering on.") run_config = run_configs.get() interface = sc_pb.InterfaceOptions() interface.raw = FLAGS.render interface.raw_affects_selection = True interface.raw_crop_to_playable_area = True interface.score = True interface.show_cloaked = True interface.show_burrowed_shadows = True interface.show_placeholders = True if FLAGS.feature_screen_size and FLAGS.feature_minimap_size: interface.feature_layer.width = FLAGS.feature_camera_width FLAGS.feature_screen_size.assign_to(interface.feature_layer.resolution) FLAGS.feature_minimap_size.assign_to( interface.feature_layer.minimap_resolution) interface.feature_layer.crop_to_playable_area = True interface.feature_layer.allow_cheating_layers = True if FLAGS.render and FLAGS.rgb_screen_size and FLAGS.rgb_minimap_size: FLAGS.rgb_screen_size.assign_to(interface.render.resolution) FLAGS.rgb_minimap_size.assign_to(interface.render.minimap_resolution) max_episode_steps = FLAGS.max_episode_steps if FLAGS.map: create = sc_pb.RequestCreateGame( realtime=FLAGS.realtime, disable_fog=FLAGS.disable_fog) try: map_inst = maps.get(FLAGS.map) except maps.lib.NoMapError: if FLAGS.battle_net_map: create.battlenet_map_name = FLAGS.map else: raise else: if map_inst.game_steps_per_episode: max_episode_steps = map_inst.game_steps_per_episode if FLAGS.battle_net_map: create.battlenet_map_name = map_inst.battle_net else: create.local_map.map_path = map_inst.path create.local_map.map_data = map_inst.data(run_config) create.player_setup.add(type=sc_pb.Participant) create.player_setup.add(type=sc_pb.Computer, race=sc2_env.Race[FLAGS.bot_race], difficulty=sc2_env.Difficulty[FLAGS.difficulty], ai_build=sc2_env.BotBuild[FLAGS.bot_build]) join = sc_pb.RequestJoinGame( options=interface, race=sc2_env.Race[FLAGS.user_race], player_name=FLAGS.user_name) version = None else: replay_data = run_config.replay_data(FLAGS.replay) start_replay = sc_pb.RequestStartReplay( replay_data=replay_data, options=interface, disable_fog=FLAGS.disable_fog, observed_player_id=FLAGS.observed_player) version = replay.get_replay_version(replay_data) run_config = run_configs.get(version=version) # Replace the run config. with run_config.start( full_screen=FLAGS.full_screen, window_size=FLAGS.window_size, want_rgb=interface.HasField("render")) as controller: if FLAGS.map: controller.create_game(create) controller.join_game(join) else: info = controller.replay_info(replay_data) print(" Replay info ".center(60, "-")) print(info) print("-" * 60) map_path = FLAGS.map_path or info.local_map_path if map_path: start_replay.map_data = run_config.map_data(map_path, len(info.player_info)) controller.start_replay(start_replay) if FLAGS.render: renderer = renderer_human.RendererHuman( fps=FLAGS.fps, step_mul=FLAGS.step_mul, render_sync=FLAGS.render_sync, video=FLAGS.video) renderer.run( run_config, controller, max_game_steps=FLAGS.max_game_steps, game_steps_per_episode=max_episode_steps, save_replay=FLAGS.save_replay) else: # Still step forward so the Mac/Windows renderer works. try: while True: frame_start_time = time.time() if not FLAGS.realtime: controller.step(FLAGS.step_mul) obs = controller.observe() if obs.player_result: break time.sleep(max(0, frame_start_time + 1 / FLAGS.fps - time.time())) except KeyboardInterrupt: pass print("Score: ", obs.observation.score.score) print("Result: ", obs.player_result) if FLAGS.map and FLAGS.save_replay: replay_save_loc = run_config.save_replay( controller.save_replay(), "local", FLAGS.map) print("Replay saved to:", replay_save_loc) # Save scores so we know how the human player did. with open(replay_save_loc.replace("SC2Replay", "txt"), "w") as f: f.write("{}\n".format(obs.observation.score.score)) if FLAGS.profile: print(stopwatch.sw)
from pysc2.lib import protocol from pysc2.lib import remote_controller from pysc2.lib import app import gflags as flags from s2clientprotocol import sc2api_pb2 as sc_pb FLAGS = flags.FLAGS flags.DEFINE_integer("parallel", 1, "How many instances to run in parallel.") flags.DEFINE_integer("step_mul", 8, "How many game steps per observation.") flags.DEFINE_string("replays", None, "Path to a directory of replays.") flags.mark_flag_as_required("replays") FLAGS(sys.argv) size = point.Point(16, 16) interface = sc_pb.InterfaceOptions( raw=True, score=False, feature_layer=sc_pb.SpatialCameraSetup(width=24)) size.assign_to(interface.feature_layer.resolution) size.assign_to(interface.feature_layer.minimap_resolution) def sorted_dict_str(d): return "{%s}" % ", ".join("%s: %s" % (k, d[k]) for k in sorted(d, key=d.get, reverse=True)) class ReplayStats(object): """Summary stats of the replays seen so far.""" def __init__(self): self.replays = 0 self.steps = 0 self.camera_move = 0
def __init__(self, map_name, screen_size_px=(64, 64), minimap_size_px=(64, 64), camera_width_world_units=None, discount=1., visualize=False, agent_race=None, bot_race=None, difficulty=None, step_mul=None, save_replay_steps=0, replay_dir=None, game_steps_per_episode=None, score_index=None, score_multiplier=None): """Create a SC2 Env. Args: map_name: Name of a SC2 map. Run bin/map_list to get the full list of known maps. Alternatively, pass a Map instance. Take a look at the docs in maps/README.md for more information on available maps. screen_size_px: The size of your screen output in pixels. minimap_size_px: The size of your minimap output in pixels. camera_width_world_units: The width of your screen in world units. If your screen_size_px=(64, 48) and camera_width is 24, then each px represents 24 / 64 = 0.375 world units in each of x and y. It'll then represent a camera of size (24, 0.375 * 48) = (24, 18) world units. discount: Returned as part of the observation. visualize: Whether to pop up a window showing the camera and feature layers. This won't work without access to a window manager. agent_race: One of P,T,Z,R default random. This is the race you control. bot_race: One of P,T,Z,R default random. This is the race controlled by the built-in bot. difficulty: One of 1-9,A. How strong should the bot be? step_mul: How many game steps per agent step (action/observation). None means use the map default. save_replay_steps: How many game steps to wait before saving a replay. Default of 0 means don't save replays. replay_dir: Directory to save replays to. Required with save_replay_steps. game_steps_per_episode: Game steps per episode, independent of the step_mul. 0 means no limit. None means use the map default. score_index: -1 means use the win/loss reward, >=0 is the index into the score_cumulative with 0 being the curriculum score. None means use the map default. score_multiplier: How much to multiply the score by. Useful for negating. Raises: ValueError: if the agent_race, bot_race or difficulty are invalid. """ # Make the destructor happy. self._renderer_human = None self._controller = None self._sc2_proc = None if save_replay_steps and not replay_dir: raise ValueError("Missing replay_dir") if agent_race and agent_race not in races: raise ValueError("Bad agent_race args") if bot_race and bot_race not in races: raise ValueError("Bad bot_race args") if difficulty and str(difficulty) not in difficulties: raise ValueError("Bad difficulty") self._map = maps.get(map_name) self._discount = discount self._step_mul = step_mul or self._map.step_mul self._save_replay_steps = save_replay_steps self._replay_dir = replay_dir self._total_steps = 0 if score_index is None: self._score_index = self._map.score_index else: self._score_index = score_index if score_multiplier is None: self._score_multiplier = self._map.score_multiplier else: self._score_multiplier = score_multiplier self._last_score = None self._episode_length = (game_steps_per_episode or self._map.game_steps_per_episode) self._episode_steps = 0 self._run_config = run_configs.get() self._sc2_proc = self._run_config.start() self._controller = self._sc2_proc.controller screen_size_px = point.Point(*screen_size_px) minimap_size_px = point.Point(*minimap_size_px) interface = sc_pb.InterfaceOptions( raw=visualize, score=True, feature_layer=sc_pb.SpatialCameraSetup( width=camera_width_world_units or 24)) screen_size_px.assign_to(interface.feature_layer.resolution) minimap_size_px.assign_to(interface.feature_layer.minimap_resolution) create = sc_pb.RequestCreateGame(local_map=sc_pb.LocalMap( map_path=self._map.path, map_data=self._map.data( self._run_config))) create.player_setup.add(type=sc_pb.Participant) create.player_setup.add(type=sc_pb.Computer, race=races[bot_race or "R"], difficulty=difficulties[difficulty or "1"]) join = sc_pb.RequestJoinGame(race=races[agent_race or "R"], options=interface) self._controller.create_game(create) self._controller.join_game(join) game_info = self._controller.game_info() static_data = self._controller.data() self._features = features.Features(game_info) if visualize: self._renderer_human = renderer_human.RendererHuman() self._renderer_human.init(game_info, static_data) self._episode_count = 0 self._obs = None self._state = environment.StepType.LAST # Want to jump to `reset`. logging.info("Environment is ready.")
def test_multi_player(self): players = 2 run_config = run_configs.get() parallel = run_parallel.RunParallel() map_inst = maps.get("Simple64") screen_size_px = point.Point(64, 64) minimap_size_px = point.Point(32, 32) interface = sc_pb.InterfaceOptions() screen_size_px.assign_to(interface.feature_layer.resolution) minimap_size_px.assign_to(interface.feature_layer.minimap_resolution) # Reserve a whole bunch of ports for the weird multiplayer implementation. ports = [portpicker.pick_unused_port() for _ in range(players * 2)] logging.info("Valid Ports: %s", ports) # Actually launch the game processes. print_stage("start") sc2_procs = [ run_config.start(extra_ports=ports) for _ in range(players) ] controllers = [p.controller for p in sc2_procs] try: # Save the maps so they can access it. map_path = os.path.basename(map_inst.path) print_stage("save_map") parallel.run((c.save_map, map_path, map_inst.data(run_config)) for c in controllers) # Create the create request. create = sc_pb.RequestCreateGame(local_map=sc_pb.LocalMap( map_path=map_path)) for _ in range(players): create.player_setup.add(type=sc_pb.Participant) # Create the join request. join = sc_pb.RequestJoinGame(race=sc_common.Random, options=interface) join.shared_port = 0 # unused join.server_ports.game_port = ports.pop(0) join.server_ports.base_port = ports.pop(0) for _ in range(players - 1): join.client_ports.add(game_port=ports.pop(0), base_port=ports.pop(0)) # Play a few short games. for _ in range(2): # 2 episodes # Create and Join print_stage("create") controllers[0].create_game(create) print_stage("join") parallel.run((c.join_game, join) for c in controllers) print_stage("run") for game_loop in range(1, 10): # steps per episode # Step the game parallel.run(c.step for c in controllers) # Observe obs = parallel.run(c.observe for c in controllers) for p_id, o in enumerate(obs): self.assertEqual(o.observation.game_loop, game_loop) self.assertEqual(o.observation.player_common.player_id, p_id + 1) # Act actions = [sc_pb.Action() for _ in range(players)] for action in actions: pt = (point.Point.unit_rand() * minimap_size_px).floor() pt.assign_to(action.action_feature_layer.camera_move. center_minimap) parallel.run( (c.act, a) for c, a in zip(controllers, actions)) # Done this game. print_stage("leave") parallel.run(c.leave for c in controllers) finally: print_stage("quit") # Done, shut down. Don't depend on parallel since it might be broken. for c in controllers: c.quit() for p in sc2_procs: p.close()
def get_random_trajectory(self): function_dict = {} for _FUNCTION in actions._FUNCTIONS: #print(_FUNCTION) function_dict[_FUNCTION.ability_id] = _FUNCTION.name race_list = ['Terran', 'Zerg', 'Protoss'] """How many agent steps the agent has been trained for.""" run_config = run_configs.get() sc2_proc = run_config.start() controller = sc2_proc.controller #print ("source: {}".format(source)) #root_path = '/media/kimbring2/Steam/StarCraftII/Replays/4.8.2.71663-20190123_035823-1' root_path = self.source file_list = glob.glob(root_path + '*.*') #print ("file_list: {}".format(file_list)) for i in range(0, 500): #print("i: " + str(i)) replay_file_path = random.choice(file_list) #print ("replay_file_path: {}".format(replay_file_path)) #replay_file_path = root_path + '0a0f62052fe4311368910ad38c662bf979e292b86ad02b49b41a87013e58c432.SC2Replay' #replay_file_path = root_path + '/0a1b09abc9e98f4e0c3921ae0a427c27e97c2bbdcf34f50df18dc41cea3f3249.SC2Replay' #replay_file_path_2 = root_path + '/0a01d32e9a98e1596b88bc2cdec7752249b22aca774e3305dae2e93efef34be3.SC2Replay' #replay_file_path_0 = human_data #print ("replay_file_path: {}".format(replay_file_path)) try: replay_data = run_config.replay_data(replay_file_path) ping = controller.ping() info = controller.replay_info(replay_data) print("ping: " + str(ping)) print("replay_info: " + str(info)) player0_race = info.player_info[0].player_info.race_actual player0_mmr = info.player_info[0].player_mmr player0_apm = info.player_info[0].player_apm player0_result = info.player_info[0].player_result.result print("player0_race: " + str(player0_race)) print("player0_mmr: " + str(player0_mmr)) print("player0_apm: " + str(player0_apm)) print("player0_result: " + str(player0_result)) home_race = race_list.index(self.home_race_name) + 1 if (home_race == player0_race): print("player0_race pass") else: print("player0_race fail") continue if (player0_mmr >= self.replay_filter): print("player0_mmr pass ") else: print("player0_mmr fail") continue player1_race = info.player_info[0].player_info.race_actual player1_mmr = info.player_info[0].player_mmr player1_apm = info.player_info[0].player_apm player1_result = info.player_info[0].player_result.result print("player1_race: " + str(player1_race)) print("player1_mmr: " + str(player1_mmr)) print("player1_apm: " + str(player1_apm)) print("player1_result: " + str(player1_result)) away_race = race_list.index(self.away_race_name) + 1 if (away_race == player1_race): print("player1_race pass ") else: print("player1_race fail ") continue if (player1_mmr >= self.replay_filter): print("player1_mmr pass ") else: print("player1_mmr fail") continue screen_size_px = (128, 128) minimap_size_px = (64, 64) player_id = 1 discount = 1. step_mul = 8 screen_size_px = point.Point(*screen_size_px) minimap_size_px = point.Point(*minimap_size_px) interface = sc_pb.InterfaceOptions(raw=False, score=True, feature_layer=sc_pb.SpatialCameraSetup(width=24)) screen_size_px.assign_to(interface.feature_layer.resolution) minimap_size_px.assign_to(interface.feature_layer.minimap_resolution) map_data = None if info.local_map_path: map_data = run_config.map_data(info.local_map_path) _episode_length = info.game_duration_loops _episode_steps = 0 controller.start_replay(sc_pb.RequestStartReplay(replay_data=replay_data, map_data=map_data, options=interface, observed_player_id=player_id)) _state = StepType.FIRST if (info.HasField("error") or info.base_build != ping.base_build or # different game version info.game_duration_loops < 1000 or len(info.player_info) != 2): # Probably corrupt, or just not interesting. print("error") continue feature_screen_size = 128 feature_minimap_size = 64 rgb_screen_size = None rgb_minimap_size = None action_space = None use_feature_units = True aif = sc2_env.parse_agent_interface_format( feature_screen=feature_screen_size, feature_minimap=feature_minimap_size, rgb_screen=rgb_screen_size, rgb_minimap=rgb_minimap_size, action_space=action_space, use_feature_units=use_feature_units) _features = features.features_from_game_info(controller.game_info(), agent_interface_format=aif) build_info = [] build_name = [] replay_step = 0 print("True loop") while True: replay_step += 1 #print("replay_step: " + str(replay_step)) controller.step(step_mul) obs = controller.observe() #self.home_trajectory.append(obs) if (len(obs.actions) != 0): action = (obs.actions)[0] action_spatial = action.action_feature_layer unit_command = action_spatial.unit_command ability_id = unit_command.ability_id function_name = function_dict[ability_id] if (function_name != 'build_queue'): function_name_parse = function_name.split('_') function_name_first = function_name_parse[0] #print("function_name_first: " + str(function_name_first)) if (function_name_first == 'Build' or function_name_first == 'Train'): unit_name = function_name_parse[1] unit_info = int(units_new.get_unit_type(self.home_race_name, unit_name)[0]) #print("unit_name: " + str(unit_name)) #print("unit_info: " + str(unit_info)) #print("function_name_parse[1]: " + str(function_name_parse[1])) build_name.append(unit_name) build_info.append(unit_info) if obs.player_result: # Episide over. _state = StepType.LAST discount = 0 else: discount = discount _episode_steps += step_mul agent_obs = _features.transform_obs(obs) self.home_trajectory.append(agent_obs) step = TimeStep(step_type=_state, reward=0, discount=discount, observation=agent_obs) score_cumulative = agent_obs['score_cumulative'] score_cumulative_dict = {} score_cumulative_dict['score'] = score_cumulative.score score_cumulative_dict['idle_production_time'] = score_cumulative.idle_production_time score_cumulative_dict['idle_worker_time'] = score_cumulative.idle_worker_time score_cumulative_dict['total_value_units'] = score_cumulative.total_value_units score_cumulative_dict['total_value_structures'] = score_cumulative.total_value_structures score_cumulative_dict['killed_value_units'] = score_cumulative.killed_value_units score_cumulative_dict['killed_value_structures'] = score_cumulative.killed_value_structures score_cumulative_dict['collected_minerals'] = score_cumulative.collected_minerals score_cumulative_dict['collected_vespene'] = score_cumulative.collected_vespene score_cumulative_dict['collection_rate_minerals'] = score_cumulative.collection_rate_minerals score_cumulative_dict['collection_rate_vespene'] = score_cumulative.collection_rate_vespene score_cumulative_dict['spent_minerals'] = score_cumulative.spent_minerals score_cumulative_dict['spent_vespene'] = score_cumulative.spent_vespene #print("obs.player_result: " + str(obs.player_result)) if obs.player_result: break _state = StepType.MID self.home_BO = build_info self.away_BU = score_cumulative_dict break except: continue
def main(unused_argv): """Run SC2 to play a game or a replay.""" stopwatch.sw.enabled = FLAGS.profile or FLAGS.trace stopwatch.sw.trace = FLAGS.trace if FLAGS.replay and not FLAGS.replay.lower().endswith("sc2replay"): sys.exit("Replay must end in .SC2Replay.") run_config = run_configs.get() interface = sc_pb.InterfaceOptions() interface.score = True interface.feature_layer.width = 24 interface.feature_layer.resolution.x = FLAGS.screen_resolution interface.feature_layer.resolution.y = FLAGS.screen_resolution interface.feature_layer.minimap_resolution.x = FLAGS.minimap_resolution interface.feature_layer.minimap_resolution.y = FLAGS.minimap_resolution replay_data = run_config.replay_data(FLAGS.replay) start_replay = sc_pb.RequestStartReplay( replay_data=replay_data, options=interface, disable_fog=FLAGS.disable_fog, observed_player_id=FLAGS.observed_player) game_version = get_game_version(replay_data) print(game_version) with run_config.start(game_version=game_version) as controller: info = controller.replay_info(replay_data) print(" Replay info ".center(60, "-")) print(info) print("-" * 60) map_path = FLAGS.map_path or info.local_map_path print(map_path) if map_path: start_replay.map_data = run_config.map_data(map_path) controller.start_replay(start_replay) try: feat = features.Features(controller.game_info()) while True: frame_start_time = time.time() controller.step(FLAGS.step_mul) obs = controller.observe() obs_t = feat.transform_obs(obs.observation) # Screen Features screen_features = ['height_map', 'visibility_map', 'creep', 'power', 'player_id', 'player_relative', 'unit_type', 'selected', 'unit_hit_point', 'unit_hit_point_ratio', 'unit_energy', 'unit_energy_ratio', 'unit_shield', 'unit_shield_ratio', 'unit_density', 'unit_density_ratio', 'effects'] # Minimap Features minimap_features = ['height_map', 'visibility_map', 'creep', 'camera', 'player_id', 'player_relative', 'selected'] # Other features other_features = ['player', 'game_loop', 'score_cumulative', 'available_actions', 'single_select', 'multi_select', 'cargo', 'cargo_slots_available', 'build_queue', 'control_groups'] # Create replay data foldr data_folder = './replay_data/' + FLAGS.replay.split('\\')[-1][:10] + \ '_player_{}'.format(FLAGS.observed_player) if not os.path.exists(data_folder): os.makedirs(data_folder) # Write screen features for i in range(len(screen_features)): data_path = data_folder + "/" + 'screen_' + screen_features[i] + '.txt' mode = 'a+' if os.path.exists(data_path) else 'w+' with open(data_path, mode, newline='') as f: writer = csv.writer(f) writer.writerows(csr_matrix_to_list(sparse.csr_matrix(obs_t['screen'][i]))) # Write minimap features for i in range(len(minimap_features)): data_path = data_folder + "/" + 'minimap_' + minimap_features[i] + '.txt' mode = 'a+' if os.path.exists(data_path) else 'w+' with open(data_path, mode, newline='') as f: writer = csv.writer(f) writer.writerows(csr_matrix_to_list(sparse.csr_matrix(obs_t['minimap'][i]))) # Write other features for i in other_features: data_path = data_folder + "/" + i + '.txt' mode = 'a+' if os.path.exists(data_path) else 'w+' with open(data_path, mode, newline='') as f: writer = csv.writer(f) writer.writerows([obs_t[i]]) # Write actions for action in obs.actions: try: func = feat.reverse_action(action).function args = feat.reverse_action(action).arguments try: print(func, args) except OSError: pass data_path = data_folder + "/" + 'action' + '.txt' mode = 'a+' if os.path.exists(data_path) else 'w+' with open(data_path, mode, newline='') as f: writer = csv.writer(f) writer.writerows([obs_t['game_loop'].tolist(), [func], [args]]) except ValueError: pass if obs.player_result: break time.sleep(max(0, frame_start_time + 1 / FLAGS.fps - time.time())) except KeyboardInterrupt: pass print("Score: ", obs.observation.score.score) print("Result: ", obs.player_result) if FLAGS.profile: print(stopwatch.sw)
def test_multi_player(agents, disable_fog): players = 2 if len(agents) == 2: agent1, agent2 = agents run_config = run_configs.get() parallel = run_parallel.RunParallel() map_inst = maps.get(FLAGS.map) screen_size_px = point.Point(64, 64) minimap_size_px = point.Point(32, 32) interface = sc_pb.InterfaceOptions(raw=True, score=True) screen_size_px.assign_to(interface.feature_layer.resolution) minimap_size_px.assign_to(interface.feature_layer.minimap_resolution) # Reserve a whole bunch of ports for the weird multiplayer implementation. ports = [portpicker.pick_unused_port() for _ in range(1 + players * 2)] print("Valid Ports: %s", ports) # Actually launch the game processes. print("start") sc2_procs = [run_config.start(extra_ports=ports) for _ in range(players)] controllers = [p.controller for p in sc2_procs] try: # Save the maps so they can access it. map_path = os.path.basename(map_inst.path) print("save_map") parallel.run((c.save_map, map_path, run_config.map_data(map_inst.path)) for c in controllers) # Create the create request. real_time = True create = sc_pb.RequestCreateGame( local_map=sc_pb.LocalMap(map_path=map_path), realtime=real_time) for _ in range(players): create.player_setup.add(type=sc_pb.Participant) # Create the join request. join1 = sc_pb.RequestJoinGame(race=races[FLAGS.agent1_race], options=interface) join1.shared_port = ports.pop() join1.server_ports.game_port = ports.pop() join1.server_ports.base_port = ports.pop() join1.client_ports.add(game_port=ports.pop(), base_port=ports.pop()) join2 = copy.copy(join1) join2.race = races[FLAGS.agent2_race] # This is where actually game plays # Create and Join print("create") controllers[0].create_game(create) print("join") parallel.run((c.join_game, join) for c, join in zip(controllers, [join1, join2])) controllers[0]._client.send(debug=sc_pb.RequestDebug( debug=[debug_pb2.DebugCommand(game_state=1)])) if disable_fog[0]: controllers[0].disable_fog() if disable_fog[1]: controllers[1].disable_fog() print("run") game_info = controllers[0].game_info() extractors = features.Features(game_info) for game_loop in range(1, 100000): # steps per episode # Step the game step_mul = FLAGS.step_mul if not real_time: parallel.run((c.step, step_mul) for c in controllers) else: time.sleep(FLAGS.sleep_time) # Observe obs = parallel.run(c.observe for c in controllers) agent_obs = [extractors.transform_obs(o.observation) for o in obs] game_info = [None for c in controllers] if not any(o.player_result for o in obs): # Episode over. game_info = parallel.run(c.game_info for c in controllers) timesteps = tuple( environment.TimeStep(step_type=0, reward=0, discount=0, observation=o, game_info=info) for o, info in zip(agent_obs, game_info)) # Act if agent1 is not None: actions1 = agent1.step(timesteps[0]) else: actions1 = [] actions2 = agent2.step(timesteps[1]) actions = [actions1, actions2] funcs_with_args = [(c.acts, a) for c, a in zip(controllers, actions)] parallel.run(funcs_with_args) # Done with the game. print("leave") parallel.run(c.leave for c in controllers) finally: print("quit") # Done, shut down. Don't depend on parallel since it might be broken. for c in controllers: c.quit() for p in sc2_procs: p.close()
def run(debug=False): """PURPOSE: start a starcraft2 process using the defined the config parameters""" FLAGS(sys.argv) config = gameConfig.Config( version= None, # vers is None... unless a specific game version is desired themap=selectMap(ladder=True), # pick a random ladder map players=["defaulthuman", "blizzbot2_easy"], ) createReq = sc_pb.RequestCreateGame( # used to advance to "Init Game" state, when hosting realtime=config.realtime, disable_fog=config.fogDisabled, random_seed=int(now( )), # a game is created using the current second timestamp as the seed local_map=sc_pb.LocalMap(map_path=config.mapLocalPath, map_data=config.mapData)) joinRace = None for player in config.players: reqPlayer = createReq.player_setup.add( ) # add new player; get link to settings playerObj = PlayerPreGame(player) if playerObj.isComputer: reqPlayer.difficulty = playerObj.difficulty.gameValue() pType = playerObj.type.type else: pType = c.PARTICIPANT reqPlayer.type = t.PlayerControls(pType).gameValue() reqPlayer.race = playerObj.selectedRace.gameValue() if not playerObj.isComputer: joinRace = reqPlayer.race interface = sc_pb.InterfaceOptions() raw, score, feature, rendered = config.interfaces interface.raw = raw # whether raw data is reported in observations interface.score = score # whether score data is reported in observations interface.feature_layer.width = 24 joinReq = sc_pb.RequestJoinGame( options=interface) # SC2APIProtocol.RequestJoinGame joinReq.race = joinRace # update joinGame request as necessary if debug: print("Starcraft2 game process is launching.") controller = None with config.launchApp() as controller: try: if debug: print("Starcraft2 application is live. (%s)" % (controller.status)) # status: launched controller.create_game(createReq) if debug: print( "Starcraft2 is waiting for %d player(s) to join. (%s)" % (config.numAgents, controller.status)) # status: init_game playerID = controller.join_game( joinReq).player_id # SC2APIProtocol.RequestJoinGame print("[GET IN-GAME DATA] player#%d %s" % (playerID, config)) return (controller.ping(), controller.data()) except (protocol.ConnectionError, protocol.ProtocolError, remote_controller.RequestError) as e: if debug: print("%s Connection to game closed (NOT a bug)%s%s" % (type(e), os.linesep, e)) else: print("Connection to game closed.") except KeyboardInterrupt: print( "caught command to forcibly shutdown Starcraft2 host server.") finally: config.disable( ) # if the saved cfg file still exists, always remove it controller.quit() # force the sc2 application to close
def __init__( self, # pylint: disable=invalid-name _only_use_kwargs=None, map_name=None, players=None, agent_race=None, # deprecated bot_race=None, # deprecated difficulty=None, # deprecated screen_size_px=None, # deprecated minimap_size_px=None, # deprecated feature_screen_size=None, feature_screen_width=None, feature_screen_height=None, feature_minimap_size=None, feature_minimap_width=None, feature_minimap_height=None, rgb_screen_size=None, rgb_screen_width=None, rgb_screen_height=None, rgb_minimap_size=None, rgb_minimap_width=None, rgb_minimap_height=None, action_space=None, camera_width_world_units=None, discount=1., visualize=False, step_mul=None, save_replay_episodes=0, replay_dir=None, game_steps_per_episode=None, score_index=None, score_multiplier=None, use_feature_units=False, random_seed=None): """Create a SC2 Env. You must pass a resolution that you want to play at. You can send either feature layer resolution or rgb resolution or both. If you send both you must also choose which to use as your action space. Regardless of which you choose you must send both the screen and minimap resolutions. For each of the 4 resolutions, either specify size or both width and height. If you specify size then both width and height will take that value. Args: _only_use_kwargs: Don't pass args, only kwargs. map_name: Name of a SC2 map. Run bin/map_list to get the full list of known maps. Alternatively, pass a Map instance. Take a look at the docs in maps/README.md for more information on available maps. players: A list of Agent and Bot instances that specify who will play. agent_race: Deprecated. Use players instead. bot_race: Deprecated. Use players instead. difficulty: Deprecated. Use players instead. screen_size_px: Deprecated. Use feature_screen_... instead. minimap_size_px: Deprecated. Use feature_minimap_... instead. feature_screen_size: Sets feature_screen_width and feature_screen_width. feature_screen_width: The width of the feature layer screen observation. feature_screen_height: The height of the feature layer screen observation. feature_minimap_size: Sets feature_minimap_width and feature_minimap_height. feature_minimap_width: The width of the feature layer minimap observation. feature_minimap_height: The height of the feature layer minimap observation. rgb_screen_size: Sets rgb_screen_width and rgb_screen_height. rgb_screen_width: The width of the rgb screen observation. rgb_screen_height: The height of the rgb screen observation. rgb_minimap_size: Sets rgb_minimap_width and rgb_minimap_height. rgb_minimap_width: The width of the rgb minimap observation. rgb_minimap_height: The height of the rgb minimap observation. action_space: If you pass both feature and rgb sizes, then you must also specify which you want to use for your actions as an ActionSpace enum. camera_width_world_units: The width of your screen in world units. If your feature_screen=(64, 48) and camera_width is 24, then each px represents 24 / 64 = 0.375 world units in each of x and y. It'll then represent a camera of size (24, 0.375 * 48) = (24, 18) world units. discount: Returned as part of the observation. visualize: Whether to pop up a window showing the camera and feature layers. This won't work without access to a window manager. step_mul: How many game steps per agent step (action/observation). None means use the map default. save_replay_episodes: Save a replay after this many episodes. Default of 0 means don't save replays. replay_dir: Directory to save replays. Required with save_replay_episodes. game_steps_per_episode: Game steps per episode, independent of the step_mul. 0 means no limit. None means use the map default. score_index: -1 means use the win/loss reward, >=0 is the index into the score_cumulative with 0 being the curriculum score. None means use the map default. score_multiplier: How much to multiply the score by. Useful for negating. use_feature_units: Whether to include feature unit data in observations. random_seed: Random number seed to use when initializing the game. This lets you run repeatable games/tests. Raises: ValueError: if the agent_race, bot_race or difficulty are invalid. ValueError: if too many players are requested for a map. ValueError: if the resolutions aren't specified correctly. DeprecationWarning: if screen_size_px or minimap_size_px are sent. DeprecationWarning: if agent_race, bot_race or difficulty are sent. """ if _only_use_kwargs: raise ValueError( "All arguments must be passed as keyword arguments.") if screen_size_px or minimap_size_px: raise DeprecationWarning( "screen_size_px and minimap_size_px are deprecated. Use the feature " "or rgb variants instead. Make sure to check your observations too " "since they also switched from screen/minimap to feature and rgb " "variants.") if agent_race or bot_race or difficulty: raise DeprecationWarning( "Explicit agent and bot races are deprecated. Pass an array of " "sc2_env.Bot and sc2_env.Agent instances instead.") if not players: players = [ Agent(Race.random), Bot(Race.random, Difficulty.very_easy) ] for p in players: if not isinstance(p, (Agent, Bot)): raise ValueError( "Expected players to be of type Agent or Bot. Got: %s." % p) self._num_players = sum(1 for p in players if isinstance(p, Agent)) self._players = players if not 1 <= len(players) <= 2 or not 1 <= self._num_players <= 2: raise ValueError("Only 1 or 2 players is supported at the moment.") feature_screen_px = features.point_from_size_width_height( feature_screen_size, feature_screen_width, feature_screen_height) feature_minimap_px = features.point_from_size_width_height( feature_minimap_size, feature_minimap_width, feature_minimap_height) rgb_screen_px = features.point_from_size_width_height( rgb_screen_size, rgb_screen_width, rgb_screen_height) rgb_minimap_px = features.point_from_size_width_height( rgb_minimap_size, rgb_minimap_width, rgb_minimap_height) if bool(feature_screen_px) != bool(feature_minimap_px): raise ValueError("Must set all the feature layer sizes.") if bool(rgb_screen_px) != bool(rgb_minimap_px): raise ValueError("Must set all the rgb sizes.") if not feature_screen_px and not rgb_screen_px: raise ValueError("Must set either the feature layer or rgb sizes.") if rgb_screen_px and (rgb_screen_px.x < rgb_minimap_px.x or rgb_screen_px.y < rgb_minimap_px.y): raise ValueError( "Screen (%s) can't be smaller than the minimap (%s)." % (rgb_screen_px, rgb_minimap_px)) if feature_screen_px and rgb_screen_px and not action_space: raise ValueError( "You must specify the action space if you have both observations." ) if save_replay_episodes and not replay_dir: raise ValueError("Missing replay_dir") self._map = maps.get(map_name) if self._map.players and self._num_players > self._map.players: raise ValueError( "Map only supports %s players, but trying to join with %s" % (self._map.players, self._num_players)) self._discount = discount self._step_mul = step_mul or self._map.step_mul self._save_replay_episodes = save_replay_episodes self._replay_dir = replay_dir self._total_steps = 0 self._random_seed = random_seed if score_index is None: self._score_index = self._map.score_index else: self._score_index = score_index if score_multiplier is None: self._score_multiplier = self._map.score_multiplier else: self._score_multiplier = score_multiplier self._last_score = None self._episode_length = game_steps_per_episode if self._episode_length is None: self._episode_length = self._map.game_steps_per_episode self._episode_steps = 0 self._run_config = run_configs.get() self._parallel = run_parallel.RunParallel() # Needed for multiplayer. interface = sc_pb.InterfaceOptions(raw=(visualize or use_feature_units), score=True) if feature_screen_px: interface.feature_layer.width = camera_width_world_units or 24 feature_screen_px.assign_to(interface.feature_layer.resolution) feature_minimap_px.assign_to( interface.feature_layer.minimap_resolution) if rgb_screen_px: rgb_screen_px.assign_to(interface.render.resolution) rgb_minimap_px.assign_to(interface.render.minimap_resolution) if self._num_players == 1: self._launch_sp(interface) else: self._launch_mp(interface) game_info = self._controllers[0].game_info() static_data = self._controllers[0].data() if game_info.options.render != interface.render: logging.warning( "Actual interface options don't match requested options:\n" "Requested:\n%s\n\nActual:\n%s", interface, game_info.options) self._features = features.Features(game_info=game_info, action_space=action_space, use_feature_units=use_feature_units) if visualize: self._renderer_human = renderer_human.RendererHuman() self._renderer_human.init(game_info, static_data) else: self._renderer_human = None self._episode_count = 0 self._obs = None self._state = environment.StepType.LAST # Want to jump to `reset`. logging.info("Environment is ready.")
def start_game(self, show_cloaked=True, disable_fog=False, players=2): """Start a multiplayer game with options.""" self._disable_fog = disable_fog run_config = run_configs.get() self._parallel = run_parallel.RunParallel() # Needed for multiplayer. map_inst = maps.get("Flat64") self._map_data = map_inst.data(run_config) self._ports = portspicker.pick_unused_ports(4) if players == 2 else [] self._sc2_procs = [ run_config.start(extra_ports=self._ports, want_rgb=False) for _ in range(players) ] self._controllers = [p.controller for p in self._sc2_procs] if players == 2: for c in self._controllers: # Serial due to a race condition on Windows. c.save_map(map_inst.path, self._map_data) self._interface = sc_pb.InterfaceOptions() self._interface.raw = True self._interface.raw_crop_to_playable_area = True self._interface.show_cloaked = show_cloaked self._interface.score = False self._interface.feature_layer.width = 24 self._interface.feature_layer.resolution.x = 64 self._interface.feature_layer.resolution.y = 64 self._interface.feature_layer.minimap_resolution.x = 64 self._interface.feature_layer.minimap_resolution.y = 64 create = sc_pb.RequestCreateGame( random_seed=1, disable_fog=self._disable_fog, local_map=sc_pb.LocalMap(map_path=map_inst.path)) for _ in range(players): create.player_setup.add(type=sc_pb.Participant) if players == 1: create.local_map.map_data = self._map_data create.player_setup.add(type=sc_pb.Computer, race=sc_common.Random, difficulty=sc_pb.VeryEasy) join = sc_pb.RequestJoinGame(race=sc_common.Protoss, options=self._interface) if players == 2: join.shared_port = 0 # unused join.server_ports.game_port = self._ports[0] join.server_ports.base_port = self._ports[1] join.client_ports.add(game_port=self._ports[2], base_port=self._ports[3]) self._controllers[0].create_game(create) self._parallel.run((c.join_game, join) for c in self._controllers) self._info = self._controllers[0].game_info() self._features = features.features_from_game_info(self._info, use_raw_units=True) self._map_size = point.Point.build(self._info.start_raw.map_size) self.in_game = True self.step() # Get into the game properly.
def test_replay_a_replay(self): run_config = run_configs.get() with run_config.start(want_rgb=False) as controller: map_inst = maps.get("Flat64") map_data = map_inst.data(run_config) interface = sc_pb.InterfaceOptions(raw=True) # Play a quick game to generate a replay. create = sc_pb.RequestCreateGame(local_map=sc_pb.LocalMap( map_path=map_inst.path, map_data=map_data)) create.player_setup.add(type=sc_pb.Participant) create.player_setup.add(type=sc_pb.Computer, race=sc_common.Terran, difficulty=sc_pb.VeryEasy) join = sc_pb.RequestJoinGame(race=sc_common.Terran, options=interface) controller.create_game(create) controller.join_game(join) controller.step(100) obs = controller.observe() replay_data = controller.save_replay() # Run through the replay the first time, verifying that it finishes, but # wasn't recording a replay. start_replay = sc_pb.RequestStartReplay(replay_data=replay_data, map_data=map_data, options=interface, observed_player_id=1) controller.start_replay(start_replay) controller.step(1000) obs2 = controller.observe() self.assertEqual(obs.observation.game_loop, obs2.observation.game_loop) with self.assertRaises(protocol.ProtocolError): controller.save_replay() # Run through the replay a second time, verifying that it finishes, and # *was* recording a replay. start_replay.record_replay = True controller.start_replay(start_replay) controller.step(1000) obs2 = controller.observe() self.assertEqual(obs.observation.game_loop, obs2.observation.game_loop) replay_data2 = controller.save_replay() # Make sure the replay isn't too small. Variance is fine but empty is not. self.assertGreater(len(replay_data2), len(replay_data) * 0.8) # Run through the replay a third time, verifying that it finishes, but # still wasn't recording a replay. start_replay.record_replay = False controller.start_replay(start_replay) controller.step(1000) obs3 = controller.observe() self.assertEqual(obs.observation.game_loop, obs3.observation.game_loop) with self.assertRaises(protocol.ProtocolError): controller.save_replay()
flags.DEFINE_string(name='save_path', default='../parsed_replays', help='Path for saving results') flags.DEFINE_integer(name='n_instance', default=64, #16 help='# of processes to run') flags.DEFINE_integer(name='batch_size', default=10, help='# of replays to process in one iter') flags.DEFINE_integer(name='width', default=24, help='World width') flags.DEFINE_integer(name='map_size', default=64, help='Map size') FLAGS(sys.argv) size = point.Point(FLAGS.map_size, FLAGS.map_size) interface = sc_pb.InterfaceOptions(raw=True, score=True, feature_layer=sc_pb.SpatialCameraSetup(width=FLAGS.width)) size.assign_to(interface.feature_layer.resolution) size.assign_to(interface.feature_layer.minimap_resolution) class ReplayProcessor(multiprocessing.Process): """A Process that pulls replays and processes them.""" def __init__(self, run_config, replay_queue, counter, total_num): super(ReplayProcessor, self).__init__() self.run_config = run_config self.replay_queue = replay_queue self.counter = counter self.total_num = total_num def run(self): signal.signal(signal.SIGTERM, lambda a, b: sys.exit()) # Exit quietly. while True:
def main(unused_argv): """Run SC2 to play a game or a replay.""" stopwatch.sw.enabled = FLAGS.profile or FLAGS.trace stopwatch.sw.trace = FLAGS.trace if (FLAGS.map and FLAGS.replay) or (not FLAGS.map and not FLAGS.replay): sys.exit("Must supply either a map or replay.") if FLAGS.replay and not FLAGS.replay.lower().endswith("sc2replay"): sys.exit("Replay must end in .SC2Replay.") if FLAGS.realtime and FLAGS.replay: # TODO(tewalds): Support realtime in replays once the game supports it. sys.exit("realtime isn't possible for replays yet.") if FLAGS.render and (FLAGS.realtime or FLAGS.full_screen): sys.exit( "disable pygame rendering if you want realtime or full_screen.") if platform.system() == "Linux" and (FLAGS.realtime or FLAGS.full_screen): sys.exit("realtime and full_screen only make sense on Windows/MacOS.") if not FLAGS.render and FLAGS.render_sync: sys.exit("render_sync only makes sense with pygame rendering on.") run_config = run_configs.get() interface = sc_pb.InterfaceOptions() interface.raw = FLAGS.render interface.score = True interface.feature_layer.width = 24 interface.feature_layer.resolution.x = FLAGS.screen_resolution interface.feature_layer.resolution.y = FLAGS.screen_resolution interface.feature_layer.minimap_resolution.x = FLAGS.minimap_resolution interface.feature_layer.minimap_resolution.y = FLAGS.minimap_resolution max_episode_steps = FLAGS.max_episode_steps if FLAGS.map: map_inst = maps.get(FLAGS.map) if map_inst.game_steps_per_episode: max_episode_steps = map_inst.game_steps_per_episode create = sc_pb.RequestCreateGame( realtime=FLAGS.realtime, disable_fog=FLAGS.disable_fog, local_map=sc_pb.LocalMap(map_path=map_inst.path, map_data=map_inst.data(run_config))) create.player_setup.add(type=sc_pb.Participant) create.player_setup.add( type=sc_pb.Computer, race=sc2_env.races[FLAGS.bot_race], difficulty=sc2_env.difficulties[FLAGS.difficulty]) join = sc_pb.RequestJoinGame(race=sc2_env.races[FLAGS.user_race], options=interface) game_version = None else: replay_data = run_config.replay_data(FLAGS.replay) start_replay = sc_pb.RequestStartReplay( replay_data=replay_data, options=interface, disable_fog=FLAGS.disable_fog, observed_player_id=FLAGS.observed_player) game_version = get_game_version(replay_data) with run_config.start(game_version=game_version, full_screen=FLAGS.full_screen) as controller: if FLAGS.map: controller.create_game(create) controller.join_game(join) else: info = controller.replay_info(replay_data) print(" Replay info ".center(60, "-")) print(info) print("-" * 60) map_path = FLAGS.map_path or info.local_map_path if map_path: start_replay.map_data = run_config.map_data(map_path) controller.start_replay(start_replay) if FLAGS.render: renderer = renderer_human.RendererHuman( fps=FLAGS.fps, step_mul=FLAGS.step_mul, render_sync=FLAGS.render_sync) renderer.run(run_config, controller, max_game_steps=FLAGS.max_game_steps, game_steps_per_episode=max_episode_steps, save_replay=FLAGS.save_replay) else: # Still step forward so the Mac/Windows renderer works. try: while True: frame_start_time = time.time() if not FLAGS.realtime: controller.step(FLAGS.step_mul) obs = controller.observe() if obs.player_result: break time.sleep( max(0, frame_start_time + 1 / FLAGS.fps - time.time())) except KeyboardInterrupt: pass print("Score: ", obs.observation.score.score) print("Result: ", obs.player_result) if FLAGS.map and FLAGS.save_replay: replay_save_loc = run_config.save_replay( controller.save_replay(), "local", FLAGS.map) print("Replay saved to:", replay_save_loc) # Save scores so we know how the human player did. with open(replay_save_loc.replace("SC2Replay", "txt"), "w") as f: f.write("{}\n".format(obs.observation.score.score)) if FLAGS.profile: print(stopwatch.sw)
def main(argv): import a3c.common.a3c scenarios.load_scenarios() run_config = run_configs.get() interface = sc_pb.InterfaceOptions() interface.raw = False interface.score = True interface.feature_layer.width = 24 interface.feature_layer.resolution.x = FLAGS.screen_resolution interface.feature_layer.resolution.y = FLAGS.screen_resolution interface.feature_layer.minimap_resolution.x = 64 interface.feature_layer.minimap_resolution.y = 64 queue = FakeQueue() # shared.gamma_n = FLAGS.gamma ** FLAGS.n_step_return env = helpers.get_env_wrapper(False) s_space = env.observation_space.shape none_state = np.zeros(s_space) none_state = none_state.reshape(s_space) replay_agent = Agent(env.action_space.n, t_queue=queue, none_state=none_state) for fname in glob.glob(os.path.join(FLAGS.dir, '*.SC2Replay')): replay_data = run_config.replay_data(fname) start_replay = sc_pb.RequestStartReplay( replay_data=replay_data, options=interface, disable_fog=True, observed_player_id=1) game_version = get_game_version(replay_data) with run_config.start(game_version=game_version, full_screen=False) as controller: controller.start_replay(start_replay) feat = features.Features(controller.game_info()) obs = controller.observe() s = get_obs(env._input_layers, obs) results = 0 last_reward = 0 while True: actions = [] for a in obs.actions: try: temp = feat.reverse_action(a) x = 0 y = 0 if temp[0] not in [0, 7]: x = temp.arguments[1][0] y = temp.arguments[1][1] actions.append([env._actions.index(temp[0]), x ,y]) except ValueError: pass if len(actions) < 1: try: controller.step(FLAGS.step_mul) except ProtocolError: break; obs = controller.observe() s = get_obs(env._input_layers, obs) continue r = obs.observation.score.score controller.step(FLAGS.step_mul) obs = controller.observe() s_ = get_obs(env._input_layers, obs) if r == 0 and last_reward != 0: s_ = None print('Episode end') results += 1 if not FLAGS.raw_rewards: replay_agent.train(s, actions[0][0], actions[0][1], actions[0][2], r, s_) else: queue.put([s, actions[0][0], actions[0][1], actions[0][2], r, s_]) if obs.player_result: break if r == 0 and last_reward != 0: last_reward = 0 else: s = s_ last_reward = r with gzip.open('./replay_info/info.gz', 'wb+') as outfile: print('pushed: {}'.format(results)) #json.dump(queue.get(), outfile) pickle.dump(queue.get(), outfile)
def main(unused_argv): """Run SC2 to play a game or a replay.""" if not FLAGS.replay: sys.exit("Must supply a replay.") if not FLAGS.save_path: sys.exit("Must supply a replays_save path.") if not os.path.exists(FLAGS.save_path) and FLAGS.save_data: os.makedirs(FLAGS.save_path) if FLAGS.replay and not FLAGS.replay.lower().endswith("sc2replay"): sys.exit("Replay must end in .SC2Replay.") if FLAGS.realtime and FLAGS.replay: # TODO(tewalds): Support realtime in replays once the game supports it. sys.exit("realtime isn't possible for replays yet.") if FLAGS.render and (FLAGS.realtime or FLAGS.full_screen): sys.exit("disable pygame rendering if you want realtime or full_screen.") if platform.system() == "Linux" and (FLAGS.realtime or FLAGS.full_screen): sys.exit("realtime and full_screen only make sense on Windows/MacOS.") if not FLAGS.render and FLAGS.render_sync: sys.exit("render_sync only makes sense with pygame rendering on.") run_config = run_configs.get() interface = sc_pb.InterfaceOptions() interface.raw = True interface.score = True interface.feature_layer.width = 24 interface.feature_layer.resolution.x = FLAGS.screen_resolution interface.feature_layer.resolution.y = FLAGS.screen_resolution interface.feature_layer.minimap_resolution.x = FLAGS.minimap_resolution interface.feature_layer.minimap_resolution.y = FLAGS.minimap_resolution replay_data = run_config.replay_data(FLAGS.replay) start_replay = sc_pb.RequestStartReplay( replay_data=replay_data, options=interface, disable_fog=FLAGS.disable_fog, observed_player_id=FLAGS.observed_player) with run_config.start(full_screen=FLAGS.full_screen) as controller: info = controller.replay_info(replay_data) print(" Replay info ".center(60, "-")) print(info) print("-" * 60) controller.start_replay(start_replay) feature_layer = features.Features(controller.game_info()) frame_num = info.game_duration_loops step_num = frame_num // FLAGS.step_mul path = FLAGS.save_path # init data player_data = np.zeros((step_num, 1 + 11)) unit_data = np.zeros((step_num, 1 + 7)) score_data = np.zeros((step_num, 1 + 13)) frame_array = [(x+1)*FLAGS.step_mul for x in range(step_num)] player_data[:, 0] = unit_data[:, 0] = score_data[:, 0] = frame_array order_data = np.array([]) obs = controller.observe() for i in range(step_num): # to play the game in the normal speed controller.step(FLAGS.step_mul) obs = controller.observe() obs_data = feature_layer.transform_obs(obs.observation) player_data[i, 1:] = obs_data["player"] unit_data[i, 1:] = obs_data["single_select"] score_data[i, 1:] = obs_data["score_cumulative"] if FLAGS.save_data: np.save(path + "minimap_%d.npy" % obs_data["game_loop"], obs_data["minimap"]) np.save(path + "screen_%d.npy" % obs_data["game_loop"], obs_data["screen"]) # [game_loop, action_type, x, y] # action_type: 0 : move, 1 : build_pylon, 2 : build_forge, 3: build_cannon, 4: move_camera action_ability_list = [16, 881, 884, 887] unit_set = obs.observation.raw_data.units for u in unit_set: if u.orders: if u.orders[0].ability_id in action_ability_list: order_temp = np.zeros(4) order_temp[0] = obs.observation.game_loop order_temp[1] = action_ability_list.index(u.orders[0].ability_id) order_temp[2:] = [u.orders[0].target_world_space_pos.x, u.orders[0].target_world_space_pos.y] order_data = np.append(order_data, order_temp) for unit in unit_set: if unit.build_progress < 1: print(1) print("Score: ", obs.observation.score.score) print("Result: ", obs.player_result) if FLAGS.save_data: np.savetxt(path + "unit.txt", unit_data) np.savetxt(path + "top.txt", player_data) np.savetxt(path + "score.txt", score_data) np.savetxt(path + "order.txt", order_data.reshape(-1, 4))