Exemplo n.º 1
0
def recordPlayerGames(dest, games_to_play = 10):
    disp = basicdisplayer.GameWindow(gameparams.windowwidth, gameparams.windowheight)
    blue_agent = humanagent.HumanAgent(('w', 'd', 's', 'a', 'LSHIFT'), disp)
    red_agent = humanagent.HumanAgent(('UP', 'RIGHT', 'DOWN', 'LEFT', 'RCTRL'), disp)
    pygame.init()

    for game_number in range(games_to_play):
        sim = gs.GameSim(1,1,1)
        game_done = False
        game_log = log.Game()
        while not game_done:
            disp.updateKeys()
            red_move = red_agent.getAction()
            blue_move = blue_agent.getAction()

            sim.giveCommands([red_move, blue_move])
            sim.step()

            game_log.append(sim.log())

            disp.drawFrame(sim.log())

            goals = sim.checkGoals()
            if sum(goals) > 0:
                game_done = True
                game_log.red_goals = goals[0]
                game_log.blue_goals = goals[1]

            disp.getInput()
            if disp.rip:
                return
        game_log.save(f"{dest}/{game_number}")
Exemplo n.º 2
0
    def render(self, mode='human'):
        # If the display hasn't been created, create it
        if self.display == None:
            self.display = basicdisplayer.GameWindow(gameparams.windowwidth, gameparams.windowheight)

        self.display.drawFrame(self.game_sim.log())

        # Support moving and closing the window
        self.display.getInput()
        if self.display.rip:
            self.display.shutdown()
Exemplo n.º 3
0
def main():
    model_1 = torch.load("models/hybridloss_step_2.model")
    model_2 = torch.load("models/champion3_v1.model")

    #if torch.cuda.is_available():
    #    model_1 = model_1.cuda()
    #    model_2 = model_2.cuda()


    # Intialise the graphical interface of the game
    red_debug_surf = movedisplayer.DebugSurf()
    blue_debug_surf = movedisplayer.DebugSurf()
    #disp = basicdisplayer.GameWindow(gp.windowwidth, gp.windowheight)
    disp = basicdisplayer.GameWindow(gp.windowwidth + 2 * 256, gp.windowheight,\
                                     debug_surfs = [red_debug_surf.surf, blue_debug_surf.surf])

    red_player_count = 1
    blue_player_count = 1
    ball_count = 1 # Doesn't work with >1 yet as balls reset in the exact center

    # Intialise the agents in the order of all reds sequentially, then blues
    agents = []
    # Red agents
    redA = ACagent.ACAgent(model_2, "red",  "random", red_debug_surf, False)
    #agents.append(humanagent.HumanAgent(('w', 'd', 's', 'a', 'LSHIFT'), disp))
    agents.append(redA)
    # agents.append(randomagent.RandomAgent())

    # Blue agents

    blueA = ACagent.ACAgent(model_1, "blue", "random", blue_debug_surf, False)

    agents.append(humanACagent.HumanACAgent(('UP', 'RIGHT', 'DOWN', 'LEFT', 'u'), disp, blueA))
    #agents.append(blueA)
    # agents.append(randomagent.RandomAgent())

    if False:
        t1 = time.time()
        model_testers.duel_trials.playGames(redA,blueA, 100, randStart = True)
        t2 = time.time()
        print(f"Took {t2-t1} seconds.")


    # Initialise the game simulator
    game = gamesim.GameSim(red_player_count, blue_player_count, ball_count,
                           printDebug = True, auto_score = True, rand_reset = True)
    game.run(disp, agents)
Exemplo n.º 4
0
def main():
    if args.suppress_display and (args.red_human or args.blue_human):
        raise ValueError("Human players need display to function")

    red_debug_surf = movedisplayer.DebugSurf()
    blue_debug_surf = movedisplayer.DebugSurf()

    if not args.suppress_display:
        display = basicdisplayer.GameWindow(gp.windowwidth + 2 * 256, gp.windowheight,\
                                        debug_surfs = [red_debug_surf.surf, blue_debug_surf.surf])
    else:
        display = None
    agents = getAgents(display, red_debug_surf, blue_debug_surf)

    game = gamesim.GameSim(1,
                           1,
                           1,
                           printDebug=args.print_debug,
                           print_score_update=not args.suppress_scorekeeping,
                           auto_score=args.auto_score,
                           rand_reset=args.rand_reset,
                           max_steps=args.max_steps)

    # Run the game
    for game_number in range(args.max_games):
        exit_loop = False
        # Initialise the game logger if needed
        if args.save_dir != "None":
            game_logger = log.Game()
            if args.save_step_length == -1:
                args.save_step_length = args.step_length
            save_counter = 0

            if not os.path.exists(f"{args.save_master_dir}"):
                os.makedirs(f"{args.save_master_dir}")

        while True:
            game_ended = False

            # Query each agent on what commands should be sent to the game simulator
            if display != None:
                display.getInput()
            game.giveCommands([a.getAction(game.log()) for a in agents])

            for i in range(args.step_length):
                game_ended = game_ended or game.step()

                # Append a frame to the game_logger if enabled
                if args.save_dir != "None":
                    save_counter += 1
                    if save_counter == args.save_step_length:
                        save_counter = 0
                        game_logger.append(game.log())

                if game_ended:
                    # Save the game logger data if enabled
                    if args.save_dir != "None":
                        if not os.path.exists(
                                f"{args.save_master_dir}/{args.save_dir}"):
                            os.makedirs(
                                f"{args.save_master_dir}/{args.save_dir}")
                        game_logger.save(
                            f"{args.save_master_dir}/{args.save_dir}/{game_number}"
                        )
                    break

            if game_ended:
                break

            if display != None:
                # Update the graphical interface canvas
                display.drawFrame(game.log())

                if display.rip:
                    display.shutdown()
                    exit_loop = True
                    break
        if exit_loop:
            break