Esempio n. 1
0
class TerminalWrapper(gym.Wrapper):
    def __init__(self, env, max_step=4000):
        super(TerminalWrapper, self).__init__(env)
        self._max_step = max_step
        self._enemy_base = None

    def _reset(self):
        obs = self.env._reset()
        self._enemy_base = DestRange(self.env.unwrapped.enemy_base())
        return obs

    def _step(self, action):
        obs, rwd, done, info = self.env._step(action)
        return obs, rwd, self._check_terminal(obs, done), info

    def _check_terminal(self, obs, done):
        if done:
            return done

        scout = self.env.unwrapped.scout()
        pos = (scout.float_attr.pos_x, scout.float_attr.pos_y)

        self._enemy_base.check_enter(pos)
        self._enemy_base.check_hit(pos)
        self._enemy_base.check_leave(pos)
        if self._enemy_base.hit:
            print('***episode terminal while scout hit ***')
            return True

        if self._enemy_base.enter and self._enemy_base.leave:
            print('***episode terminal while scout enter and leave***')
            return True
        return done
Esempio n. 2
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class OnewayFinalReward(Reward):
    def __init__(self, weight=50):
        super(OnewayFinalReward, self).__init__(weight)

    def reset(self, obs, env):
        self._dest = DestRange(env.enemy_base())

    def compute_rwd(self, obs, reward, done, env):
        self._compute_rwd(env)
        if done:
            if self._dest.hit:
                #print('compute final rwd, hit rwd=', self.w * 2)
                self.rwd = self.w * 2
            elif self._dest.enter:
                #print('compute final rwd, enter rwd=', self.w * 1)
                self.rwd = self.w * 1
            else:
                self.rwd = self.w * -1
        else:
            self.rwd = 0

    def _compute_rwd(self, env):
        scout = env.scout()
        pos = (scout.float_attr.pos_x, scout.float_attr.pos_y)

        self._dest.check_enter(pos)
        self._dest.check_hit(pos)
        self._dest.check_leave(pos)
Esempio n. 3
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class RoundTripTerminalWrapper(gym.Wrapper):
    def __init__(self, env):
        super(RoundTripTerminalWrapper, self).__init__(env)
        self._enemy_base = None
        self._home_base = None
        self._back = False

    def _reset(self):
        obs = self.env._reset()
        self._enemy_base = DestRange(self.env.unwrapped.enemy_base())
        self._home_base = DestRange(self.env.unwrapped.owner_base())
        self._back = False
        return obs

    def _step(self, action):
        obs, rwd, done, info = self.env._step(action)
        info = self._judge_course(obs)
        return obs, rwd, self._check_terminal(obs, done), info

    def _check_terminal(self, obs, done):
        if self._back and self._home_base.enter:
            return True
        else:
            return done

    def _judge_course(self, obs):
        scout = self.env.unwrapped.scout()
        pos = (scout.float_attr.pos_x, scout.float_attr.pos_y)
        if not self._back:
            self._enemy_base.check_enter(pos)
            self._enemy_base.check_hit(pos)
            self._enemy_base.check_leave(pos)
        else:
            self._home_base.check_enter(pos)
            self._home_base.check_hit(pos)
            self._home_base.check_leave(pos)

        if (self._enemy_base.enter
                and self._enemy_base.leave) or self._enemy_base.hit:
            if not self._back:
                self._back = True

        return self._back
Esempio n. 4
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class RoundTripFinalReward(Reward):
    def __init__(self, weight=50):
        super(RoundTripFinalReward, self).__init__(weight)
        self._back = False

    def reset(self, obs, env):
        self._dest = DestRange(env.enemy_base())
        self._src = DestRange(env.owner_base())

    def compute_rwd(self, obs, reward, done, env):
        scout = env.scout()
        pos = (scout.float_attr.pos_x, scout.float_attr.pos_y)
        self._check(pos)
        if done:
            if self._dest.hit and self._src.hit:
                self.rwd = self.w * 2
            elif self._dest.enter and self._src.enter:
                self.rwd = self.w * 1
            else:
                self.rwd = 0
        else:
            self.rwd = 0
        print("RoundTripFinalReward", self.rwd)

    def _check(self, pos):
        if not self._back:
            self._check_dest(pos)
        else:
            self._check_src(pos)
        if self._dest.enter and self._dest.leave:
            if not self._back:
                self._back = True

    def _check_dest(self, pos):
        self._dest.check_enter(pos)
        self._dest.check_hit(pos)
        self._dest.check_leave(pos)

    def _check_src(self, pos):
        self._src.check_enter(pos)
        self._src.check_hit(pos)
        self._src.check_leave(pos)
Esempio n. 5
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class HitEnemyBaseReward(Reward):
    def __init__(self, weight=10):
        super(HitEnemyBaseReward, self).__init__(weight)

    def reset(self, obs, env):
        self._dest = DestRange(env.enemy_base())
        self._hit_once = False

    def compute_rwd(self, obs, reward, done, env):
        scout = env.scout()
        pos = (scout.float_attr.pos_x, scout.float_attr.pos_y)
        self._dest.check_hit(pos)
        self._dest.check_enter(pos)
        self._dest.check_leave(pos)

        if not self._hit_once and (self._dest.hit or
                                   (self._dest.enter and self._dest.leave)):
            self.rwd = self.w * 1
            self._hit_once = True
        else:
            self.rwd = 0
        print("HitEnemyBaseReward", self.rwd, self._hit_once)
class ExploreWithEvadeTerminalWrapper(RoundTripTerminalWrapper):
    def __init__(self, env):
        super(ExploreWithEvadeTerminalWrapper, self).__init__(env)
        self._judge_walkaround_dist = JUDGE_WALKAROUND_DISTANCE
        self._enemy_base_range_width = ENEMY_BASE_RANGE
        self._scout_range_width = SCOUT_RANGE
        self._map_size = self.env.unwrapped.map_size()
        self._explore_step_required = EXPLORE_STEP

    def _reset(self):
        obs = self.env._reset()
        self._judge_walkaround = False
        self._task_finished = False
        self._judge_back = False
        self._enemy_base_range_map = self.createRangeMap(
            self.env.unwrapped.enemy_base(), self._enemy_base_range_width)
        self._home_base = DestRange(self.env.unwrapped.owner_base())
        self._curr_explore_step = 0

        return obs

    def _step(self, action):
        obs, rwd, done, info = self.env._step(action)
        done = self._check_terminal(obs, done)
        self.judge_walkAround()
        self.judge_back()
        info = {
            'walkaround': self._judge_walkaround,
            'back': self._judge_back,
            'finished': self._task_finished
        }
        return obs, rwd, self._check_terminal(obs, done), info

    def _check_terminal(self, obs, done):
        if done:
            return done

        scout = self.env.unwrapped.scout()
        # scout_health = scout.float_attr.health
        # max_health = scout.float_attr.health_max

        # print("self._home_base.enter",self._home_base.enter)

        if self._judge_back:
            self._home_base.check_enter(
                (scout.float_attr.pos_x, scout.float_attr.pos_y))
            if self._home_base.enter:
                self._task_finished = True
                return True

        survive = self.env.unwrapped.scout_survive()
        if survive:
            return done
        else:
            return True

    def createRangeMap(self, pos, range_width):

        range_map = np.zeros(shape=(self._map_size[0], self._map_size[1]))
        for i in range(int(pos[0] - range_width),
                       int(pos[0] + range_width + 1)):
            for j in range(int(pos[1] - range_width),
                           int(pos[1] + range_width + 1)):
                range_map[i][j] = 1
        return range_map

    def updateEnemyBaseMap(self, scout_map):
        for i in range(self._enemy_base_range_map.shape[0]):
            for j in range(self._enemy_base_range_map.shape[1]):
                if self._enemy_base_range_map[i][j] and scout_map[i][j]:
                    self._enemy_base_range_map[i][j] = 0

    def check_enemybase_in_range(self):
        pos_x, pos_y = self.env.unwrapped.enemy_base(
        )[0], self.env.unwrapped.enemy_base()[1]
        scout = self.env.unwrapped.scout()
        x_low = scout.float_attr.pos_x - self._judge_walkaround_dist
        x_high = scout.float_attr.pos_x + self._judge_walkaround_dist
        y_low = scout.float_attr.pos_y - self._judge_walkaround_dist
        y_high = scout.float_attr.pos_y + self._judge_walkaround_dist
        if pos_x > x_high or pos_x < x_low:
            return False
        if pos_y > y_high or pos_y < y_low:
            return False
        return True

    def judge_walkAround(self):
        if (not self._judge_walkaround) and (self.check_enemybase_in_range()):
            self._judge_walkaround = True

    def judge_back(self):
        print("curr_explore_step:", self._curr_explore_step)
        if self._judge_walkaround:
            self._curr_explore_step += 1
            if (not self._judge_back) and (self._curr_explore_step >
                                           self._explore_step_required):
                self._judge_back = True