Exemplo n.º 1
0
    def generate_train_world(self):
        world = World(self.world_size, self.world_color)
        n = 0
        last_entity = -1

        if self.num_entities == 0:
            return world

        for _ in range(self.num_entities * self.__class__.MAX_ATTEMPTS):
            entity = self.sample_entity(world=world, last_entity=last_entity)
            combination = (entity.shape.name, entity.color.name,
                           entity.texture.name)
            if combination in self.invalid_combinations:
                last_entity = None
            elif world.add_entity(
                    entity,
                    collision_tolerance=self.collision_tolerance,
                    collision_shade_difference=self.collision_shade_difference,
                    boundary_tolerance=self.boundary_tolerance):
                last_entity = entity
                n += 1
                if n == self.num_entities:
                    break
            else:
                last_entity = None
        else:
            return None

        if self.collision_tolerance:
            world.sort_entities()

        return world
Exemplo n.º 2
0
    def generate_world(self):
        world = World(self.world_size, self.world_color)
        n = 0
        last_entity = -1

        if self.num_entities == 0:
            return world

        for _ in range(self.num_entities * self.__class__.MAX_ATTEMPTS):
            entity = self.sample_entity(world=world, last_entity=last_entity)
            if world.add_entity(
                    entity,
                    collision_tolerance=self.collision_tolerance,
                    collision_shade_difference=self.collision_shade_difference,
                    boundary_tolerance=self.boundary_tolerance):
                last_entity = entity
                n += 1
                if n == self.num_entities:
                    break
            else:
                last_entity = None
        else:
            return None

        if self.collision_tolerance:
            world.sort_entities()

        return world
Exemplo n.º 3
0
 def generate_train_world(self):
     world = World(self.world_size, self.world_color, self.noise_range)
     n_entity = choice(self.train_entity_counts)
     if n_entity == 0:
         return world
     shapes = GenericGenerator.choose(self.shapes, self.shapes_range)
     colors = GenericGenerator.choose(self.colors, self.colors_range)
     textures = GenericGenerator.choose(self.textures, self.textures_range)
     n = 0
     for _ in range(n_entity * GenericGenerator.MAX_ATTEMPTS):
         entity = Entity.random_instance(
             center=world.random_location(),
             shapes=shapes,
             size_range=self.size_range,
             distortion_range=self.distortion_range,
             rotation=self.rotation,
             colors=colors,
             shade_range=self.shade_range,
             textures=textures)
         combination = (str(entity.shape), str(entity.color),
                        str(entity.texture))
         if combination in self.validation_combinations or combination in self.test_combinations:
             continue
         n += world.add_entity(entity,
                               boundary_tolerance=self.boundary_tolerance,
                               collision_tolerance=self.collision_tolerance)
         if n >= n_entity:
             break
     else:
         return None
     if self.collision_tolerance:
         world.sort_entities()
     return world
Exemplo n.º 4
0
 def generate_train_world(self):
     world = World(self.world_size, self.world_color)
     if self.num_entities == 0:
         return world
     n = 0
     provoke_collision = random() < self.provoke_collision_rate
     for _ in range(self.num_entities * self.__class__.MAX_ATTEMPTS):
         center = world.random_location(provoke_collision=provoke_collision)
         entity = Entity.random_instance(
             center=center,
             shapes=self.selected_shapes,
             size_range=self.size_range,
             distortion_range=self.distortion_range,
             rotation=self.rotation,
             colors=self.selected_colors,
             shade_range=self.shade_range,
             textures=self.selected_textures)
         combination = (entity.shape.name, entity.color.name,
                        entity.texture.name)
         if combination in self.validation_combinations or combination in self.test_combinations:
             continue
         if world.add_entity(entity,
                             boundary_tolerance=self.boundary_tolerance,
                             collision_tolerance=self.collision_tolerance):
             n += 1
             provoke_collision = random() < self.provoke_collision_rate
         if n == self.num_entities:
             break
     else:
         return None
     if self.collision_tolerance:
         world.sort_entities()
     return world
Exemplo n.º 5
0
    def generate_validation_world(self):
        if self.validation_combinations is None:
            return self.generate_train_world()

        world = World(self.world_size, self.world_color)
        n = 0
        last_entity = -1

        if self.num_entities == 0:
            return world

        if self.validation_combination_rate is not None:
            while True:
                entity = self.sample_entity(world=world, last_entity=last_entity, combinations=self.validation_combinations)
                if world.add_entity(entity, boundary_tolerance=self.boundary_tolerance, collision_tolerance=self.collision_tolerance, collision_shade_difference=self.collision_shade_difference):
                    n += 1
                    last_entity = entity
                    break
                else:
                    last_entity = None

        if self.num_entities == 1:
            return world

        pick_space = random() < self.validation_space_rate
        pick_combination = pick_space and random() < self.validation_combination_rate
        for _ in range(self.num_entities * self.__class__.MAX_ATTEMPTS):
            if pick_combination:
                entity = self.sample_entity(world=world, last_entity=last_entity, combinations=self.validation_combinations)
            elif pick_space:
                entity = self.sample_entity(world=world, last_entity=last_entity, combinations=self.validation_space)
            else:
                entity = self.sample_entity(world=world, last_entity=last_entity)
            combination = (entity.shape.name, entity.color.name, entity.texture.name)
            if combination in self.invalid_validation_combinations:
                last_entity = None
            elif world.add_entity(entity, collision_tolerance=self.collision_tolerance, collision_shade_difference=self.collision_shade_difference, boundary_tolerance=self.boundary_tolerance):
                n += 1
                if n == self.num_entities:
                    break
                last_entity = entity
                pick_space = random() < self.validation_space_rate
                pick_combination = pick_space and random() < self.validation_combination_rate
            else:
                last_entity = None
        else:
            return None

        if self.collision_tolerance:
            world.sort_entities()

        return world
Exemplo n.º 6
0
 def generate_test_world(self):
     world = World(self.world_size, self.world_color)
     if self.num_entities == 0:
         return world
     n = 0
     last_entity = -1
     if self.test_combinations:
         while True:
             entity = self.sample_entity(
                 world=world,
                 last_entity=last_entity,
                 combinations=self.test_combinations)
             if world.add_entity(
                     entity,
                     boundary_tolerance=self.boundary_tolerance,
                     collision_tolerance=self.collision_tolerance):
                 last_entity = entity
                 n += 1
                 break
             else:
                 last_entity = None
     if n < self.num_entities:
         for _ in range(self.num_entities * self.__class__.MAX_ATTEMPTS):
             entity = self.sample_entity(world=world,
                                         last_entity=last_entity)
             if world.add_entity(
                     entity,
                     boundary_tolerance=self.boundary_tolerance,
                     collision_tolerance=self.collision_tolerance):
                 last_entity = entity
                 n += 1
                 if n == self.num_entities:
                     break
             else:
                 last_entity = None
         else:
             return None
     if self.collision_tolerance:
         world.sort_entities()
     return world