コード例 #1
0
class Visual(Algorithm):
    """
    This class is a default visualizer that can be used to wrap any algorithm for visualization.
    It basically delegates all methods to the algorithm passed in the constructor but paints the
    game data on its way.
    """
    def __init__(self, algorithm: Algorithm):
        super().__init__()
        self.decider: Algorithm = algorithm
        self.vis = Visualization(20, Field(10, 20))

    def decide(self, info: GameData) -> str:
        return self.decider.decide(info)

    def epochfinished(self) -> (object, float):
        return self.decider.epochfinished()

    def train(self, info: GameData, action, reward) -> None:
        return self.decider.train(info, action, reward)

    def visualize(self, data: GameData, training: TrainingData):
        layer = self.decider.visualize(data, training)
        self.vis.reset()
        self.vis.display_visualization_stats()
        self.vis.display_training(training)
        self.vis.display_game(data)
        self.vis.add_layer(layer)
        self.vis.tick()
コード例 #2
0
class SnakeEnv(gym.Env):
    metadata = {'render.modes': ['human']}
    width = 10
    height = 20

    def __init__(self):
        self.is_render_initialized = False
        self.observation_space = spaces.Box(low=0, high=255, shape=[self.height, self.width, 3], dtype=numpy.int)
        self.action_space = spaces.Discrete(7)

        self.renderer: Visualization = None
        self.game: Snake = None
        self.last_distance = 0
        self.training_data: TrainingData = TrainingData()
        self.reward: RewardSystem = RewardSystem(verbose=False)

    def _render_initialize(self) -> None:
        self.renderer = Visualization(20, self.game.field)
        self.renderer.reset()
        self.is_render_initialized = True

    def step(self, action) -> (GameData, float, bool, set):
        if type(action) is not str:
            action = Snake.action_set[action]

        self.reward.clear()

        state_before_move: GameData = copy.deepcopy(self.game.get_info())
        #state_before_move=self.game.get_info()
        move_was_possible = self.game.event(action)
        self.reward.for_move_result(move_was_possible)

        self.game.tick()
        state_after_move: GameData = self.game.get_info()
        self.training_data.walk_step()

        self.last_distance = state_before_move.air_line_distance
        delta_food: float = self.last_distance - state_after_move.air_line_distance
        self.reward.for_food_distance(delta_food)

        if state_after_move.snake_length - self.training_data.last_score > 0:
            self.reward.for_eating_food()
            self.training_data.max_number_of_steps += self.reward.steps(self.width, self.height, state_after_move.snake_length)
            self.training_data.score(state_after_move.snake_length)

        if self.game.is_game_over():
            self.reward.for_game_over(self.game.game_over_reason)

        if self.training_data.steps_exceeded():
            self.reward.for_starvation(self.training_data.number_of_steps_walked, state_after_move.snake_length)

        done = self.game.is_game_over() or self.training_data.steps_exceeded()
        state_before_move.game_over = done
        return state_before_move, self.reward.final_reward, done, {}

    def reset(self) -> GameData:
        self.game = Snake(Field(self.width, self.height))
        self.last_distance = self.game.get_info().air_line_distance
        if self.is_render_initialized:
            self.renderer.reset()

        self.training_data.next_epoch()
        self.training_data.max_number_of_steps = 3* self.reward.steps(self.width, self.height, len(self.game.snake))

        return self.game.get_info()

    def render(self, mode='human', close=False) -> None:
        if not self.is_render_initialized:
            self._render_initialize()
        self.renderer.reset()
        self.renderer.display_visualization_stats()
        info = self.game.get_info()
        self.renderer.display_training(self.training_data)
        self.renderer.display_game(info)
        self.renderer.tick()
        pygame.event.pump()