def get_stats(self, map): map_locations = get_tile_locations(map, self.get_tile_types()) self.path_length, self.path_coords = calc_longest_path(map, map_locations, ["empty"], get_path=self.render_path) return { "regions": calc_num_regions(map, map_locations, ["empty"]), "path-length": self.path_length, }
def get_stats(self, map): map_locations = get_tile_locations(map, self.get_tile_types()) map_stats = { "player": calc_certain_tile(map_locations, ["player"]), "dist-floor": get_floor_dist(map, ["player"], ["solid"]), "exit": calc_certain_tile(map_locations, ["exit"]), "diamonds": calc_certain_tile(map_locations, ["diamond"]), "key": calc_certain_tile(map_locations, ["key"]), "spikes": calc_certain_tile(map_locations, ["spike"]), "regions": calc_num_regions(map, map_locations, ["empty", "player", "diamond", "key", "exit"]), "num-jumps": 0, "col-diamonds": 0, "dist-win": self._width * self._height, "sol-length": 0 } if map_stats["player"] == 1: if map_stats["exit"] == 1 and map_stats["key"] == 1 and map_stats[ "regions"] == 1: map_stats["dist-win"], map_stats[ "sol-length"], play_stats = self._run_game(map) map_stats["num-jumps"] = play_stats["num_jumps"] map_stats["col-diamonds"] = play_stats["col_diamonds"] return map_stats
def get_stats(self, map): self.path = [] map_locations = get_tile_locations(map, self.get_tile_types()) map_stats = { "player": calc_certain_tile(map_locations, ["player"]), "key": calc_certain_tile(map_locations, ["key"]), "door": calc_certain_tile(map_locations, ["door"]), "enemies": calc_certain_tile(map_locations, ["bat", "spider", "scorpion"]), "regions": calc_num_regions( map, map_locations, ["empty", "player", "key", "bat", "spider", "scorpion"]), "nearest-enemy": 0, "path-length": 0 } if map_stats["player"] == 1 and map_stats["regions"] == 1: p_x, p_y = map_locations["player"][0] enemies = [] enemies.extend(map_locations["spider"]) enemies.extend(map_locations["bat"]) enemies.extend(map_locations["scorpion"]) if len(enemies) > 0: # NOTE: for evo-pcgrl, we don't want these super-high nearest-enemy scores from when # the player is cornered behind a key (it distorts our map of elites), so we make key passable dikjstra, _ = run_dikjstra( p_x, p_y, map, ["key", "empty", "player", "bat", "spider", "scorpion"]) # dikjstra,_ = run_dikjstra(p_x, p_y, map, ["empty", "player", "bat", "spider", "scorpion"]) min_dist = self._width * self._height for e_x, e_y in enemies: if dikjstra[e_y][e_x] > 0 and dikjstra[e_y][e_x] < min_dist: min_dist = dikjstra[e_y][e_x] map_stats["nearest-enemy"] = min_dist if map_stats["key"] == 1 and map_stats["door"] == 1: k_x, k_y = map_locations["key"][0] d_x, d_y = map_locations["door"][0] dikjstra_k, _ = run_dikjstra( p_x, p_y, map, ["empty", "key", "player", "bat", "spider", "scorpion"]) map_stats["path-length"] += dikjstra_k[k_y][k_x] dikjstra_d, _ = run_dikjstra(k_x, k_y, map, [ "empty", "player", "key", "door", "bat", "spider", "scorpion" ]) map_stats["path-length"] += dikjstra_d[d_y][d_x] if self.render_path: self.path = np.hstack( (get_path_coords(dikjstra_k, init_coords=(k_x, k_y)), get_path_coords(dikjstra_d, init_coords=(d_x, d_y)))) return map_stats
def get_stats(self, map): map_locations = get_tile_locations(map, self.get_tile_types()) map_stats = { "player": calc_certain_tile(map_locations, ["player"]), "key": calc_certain_tile(map_locations, ["key"]), "door": calc_certain_tile(map_locations, ["door"]), "enemies": calc_certain_tile(map_locations, ["bat", "spider", "scorpion"]), "regions": calc_num_regions( map, map_locations, ["empty", "player", "key", "bat", "spider", "scorpion"]), "nearest-enemy": 0, "path-length": 0 } if map_stats["player"] == 1 and map_stats["regions"] == 1: p_x, p_y = map_locations["player"][0] enemies = [] enemies.extend(map_locations["spider"]) enemies.extend(map_locations["bat"]) enemies.extend(map_locations["scorpion"]) if len(enemies) > 0: dikjstra, _ = run_dikjstra( p_x, p_y, map, ["empty", "player", "bat", "spider", "scorpion"]) min_dist = self._width * self._height for e_x, e_y in enemies: if dikjstra[e_y][e_x] > 0 and dikjstra[e_y][e_x] < min_dist: min_dist = dikjstra[e_y][e_x] map_stats["nearest-enemy"] = min_dist if map_stats["key"] == 1 and map_stats["door"] == 1: k_x, k_y = map_locations["key"][0] d_x, d_y = map_locations["door"][0] dikjstra, _ = run_dikjstra( p_x, p_y, map, ["empty", "key", "player", "bat", "spider", "scorpion"]) map_stats["path-length"] += dikjstra[k_y][k_x] dikjstra, _ = run_dikjstra(k_x, k_y, map, [ "empty", "player", "key", "door", "bat", "spider", "scorpion" ]) map_stats["path-length"] += dikjstra[d_y][d_x] return map_stats
def get_stats(self, map): map_locations = get_tile_locations(map, self.get_tile_types()) map_stats = { "base_count": calc_certain_tile(map_locations, ["base"]), "resource_count": calc_certain_tile(map_locations, ["resource"]), "chock_point": calc_certain_tile(map_locations, ["chock_point"]), "base_distance": 0, # "base_space": 0, # "asymmetry": 0, "resource_distance": 0, # "resource_clustering": 0, # "path_overlapping": 0, "region": calc_num_regions(map, map_locations, ["empty", "base", "resource"]) } if map_stats["base_count"] == 2: # calculate distance b1_x, b1_y = map_locations["base"][0] b2_x, b2_y = map_locations["base"][1] dikjstra1, _ = run_dikjstra(b1_x, b1_y, map, ["empty", "base", "resource"]) map_stats["base_distance"] = max(map_stats["base_distance"], dikjstra1[b2_y][b2_x]) # calculate resource distance if map_stats["resource_count"] >= self._min_resource and map_stats[ "resource_count"] <= self._max_resource: dikjstra2, _ = run_dikjstra(b2_x, b2_y, map, ["empty", "base", "resource"]) resources = [] resources.extend(map_locations["resource"]) dist1 = 10000 dist2 = 10000 for r_x, r_y in resources: if dikjstra1[r_y][r_x] > 0: dist1 = min(dist1, dikjstra1[r_y][r_x]) if dikjstra2[r_y][r_x] > 0: dist2 = min(dist2, dikjstra2[r_y][r_x]) map_stats["resource_distance"] = 1 - abs(dist1 - dist2) return map_stats
def get_stats(self, map): map_locations = get_tile_locations(map, self.get_tile_types()) map_stats = { "player": calc_certain_tile(map_locations, ["player"]), "crate": calc_certain_tile(map_locations, ["crate"]), "target": calc_certain_tile(map_locations, ["target"]), "regions": calc_num_regions(map, map_locations, ["empty", "player", "crate", "target"]), "dist-win": self._width * self._height * (self._width + self._height), "solution": [] } if map_stats["player"] == 1 and map_stats["crate"] == map_stats[ "target"] and map_stats["crate"] > 0 and map_stats[ "regions"] == 1: map_stats["dist-win"], map_stats["solution"] = self._run_game(map) return map_stats
def get_stats(self, map): map_locations = get_tile_locations(map, self.get_tile_types()) map_stats = { "player": calc_certain_tile(map_locations, ["player"]), "exit": calc_certain_tile(map_locations, ["exit"]), "potions": calc_certain_tile(map_locations, ["potion"]), "treasures": calc_certain_tile(map_locations, ["treasure"]), "enemies": calc_certain_tile(map_locations, ["goblin", "ogre"]), "regions": calc_num_regions(map, map_locations, [ "empty", "player", "exit", "potion", "treasure", "goblin", "ogre" ]), "col-potions": 0, "col-treasures": 0, "col-enemies": 0, "dist-win": self._width * self._height, "sol-length": 0 } if map_stats["player"] == 1 and map_stats["exit"] == 1 and map_stats[ "regions"] == 1: map_stats["dist-win"], map_stats[ "sol-length"], play_stats = self._run_game(map) map_stats["col-potions"] = play_stats["col_potions"] map_stats["col-treasures"] = play_stats["col_treasures"] map_stats["col-enemies"] = play_stats["col_enemies"] return map_stats
def get_stats(self, map): map_locations = get_tile_locations(map, self.get_tile_types()) map_stats = { "base_count": calc_certain_tile(map_locations, ["base"]), "resource_count": calc_certain_tile(map_locations, ["resource"]), "obstacle": calc_certain_tile(map_locations, ["obstacle"]), "base_distance": -500, "resource_distance": -500, "resource_balance": -500, "area_control": -500, "region": calc_num_regions(map, map_locations, ["empty", "base", "resource"]) } if map_stats["base_count"] == 2: # general parameter b1_x, b1_y = map_locations["base"][0] b2_x, b2_y = map_locations["base"][1] dikjstra1, _ = run_dikjstra(b1_x, b1_y, map, ["empty", "base", "resource"]) dikjstra2, _ = run_dikjstra(b2_x, b2_y, map, ["empty", "base", "resource"]) # calculate distance map_stats["base_distance"] = int( self._base_distance_diff - abs(self._width / 2 - max(map_stats["base_distance"], dikjstra1[b2_y][b2_x]))) # calculate resource distance if self._min_resource <= map_stats[ "resource_count"] <= self._max_resource: # and map_stats["resource_count"] <= self._max_resource: resources = [] resources.extend(map_locations["resource"]) sum1 = 0 sum2 = 0 dist1 = 100000 dist2 = 100000 for r_x, r_y in resources: if dikjstra1[r_y][r_x] > 0: sum1 += dikjstra1[r_y][r_x] dist1 = min(dist1, dikjstra1[r_y][r_x]) if dikjstra2[r_y][r_x] > 0: sum2 += dikjstra2[r_y][r_x] dist2 = min(dist2, dikjstra2[r_y][r_x]) map_stats["resource_distance"] = int( self._resource_distance_diff - abs(dist1 - dist2)) map_stats["resource_balance"] = int( self._resource_balance_diff - abs(sum1 - sum2)) # calculate area control base1 = 0 base2 = 0 for x in range(self._width): for y in range(self._height): if dikjstra1[y][x] > dikjstra2[y][x]: base2 += 1 elif dikjstra1[y][x] < dikjstra2[y][x]: base1 += 1 map_stats["area_control"] = self._area_control_diff - abs(base1 - base2) return map_stats
def get_stats(self, map): self.path = [] map_locations = get_tile_locations(map, self.get_tile_types()) map_stats = { "player": calc_certain_tile(map_locations, ["player"]), "key": calc_certain_tile(map_locations, ["key"]), "door": calc_certain_tile(map_locations, ["door"]), "enemies": calc_certain_tile(map_locations, ["bat", "spider", "scorpion"]), "regions": calc_num_regions( map, map_locations, ["empty", "player", "key", "bat", "spider", "scorpion"], ), "nearest-enemy": 0, "path-length": 0, } if map_stats["player"] == 1: # and map_stats["regions"] == 1: # NOTE: super whack, just taking random player. The RL agent may learn some weird bias about this but the alternatives seem worse. p_x, p_y = map_locations["player"][0] enemies = [] enemies.extend(map_locations["spider"]) enemies.extend(map_locations["bat"]) enemies.extend(map_locations["scorpion"]) # Added this bit UPPER_DIST = self._width * self._height * 100 if len(enemies) > 0: dikjstra, _ = run_dikjstra( p_x, p_y, map, ["empty", "player", "key", "bat", "spider", "scorpion"], ) min_dist = UPPER_DIST for e_x, e_y in enemies: if dikjstra[e_y][e_x] > 0 and dikjstra[e_y][e_x] < min_dist: min_dist = dikjstra[e_y][e_x] if min_dist == UPPER_DIST: # And this min_dist = 0 map_stats["nearest-enemy"] = min_dist if map_stats["key"] == 1 and map_stats["door"] == 1: k_x, k_y = map_locations["key"][0] d_x, d_y = map_locations["door"][0] dikjstra_k, _ = run_dikjstra( p_x, p_y, map, ["empty", "key", "player", "bat", "spider", "scorpion"], ) map_stats["path-length"] += dikjstra_k[k_y][k_x] dikjstra_d, _ = run_dikjstra( k_x, k_y, map, [ "empty", "player", "key", "door", "bat", "spider", "scorpion" ], ) map_stats["path-length"] += dikjstra_d[d_y][d_x] if self.render_path and map_stats["regions"] == 1: self.path = np.vstack( (get_path_coords(dikjstra_k, init_coords=(k_y, k_x))[1:-1], get_path_coords(dikjstra_d, init_coords=(d_y, d_x))[1:-1])) front_tiles = set(((k_x, k_y), (d_x, d_y), (p_x, p_y))) i = 0 render_path = self.path.copy() # slice out any tiles that need to be visualized "in front of" the path (then trim the path as needed) for (x, y) in self.path: if (x, y) in front_tiles: continue render_path[i] = [x, y] i += 1 self.path = render_path[:i] self.path_length = map_stats['path-length'] return map_stats
def get_stats(self, map): map_locations = get_tile_locations(map, self.get_tile_types()) return { "regions": calc_num_regions(map, map_locations, ["empty"]), "path-length": calc_longest_path(map, map_locations, ["empty"]) }