class GameEnv(gym.Env): metadata = {'render.modes': ['human']} def __init__(self): # print("Initialising") m= "Test,6,6,4,5,1,0,131111100051105001100051150001111121" #"Test,10,10,4,0,4,9,1111211151100000000111100110011000000001100001511111011000111000000001100501050110000000011111311111" #"Test,4,4,2,0,2,3,1125100110011531" MazeGenerator() self.maze= Maze(m) self.s=Simulator(self.maze) self.span=6 self.number=1 self.pList=[] self.stateList=[] self.history=m+"|"+"0" self.finished=0 for j in range(self.number): p=Worker(self.maze) self.s.add(p) self.pList.append(p) state= np.asarray(p.getView(p.getPos(),self.span)) self.stateList.append(state) self.history+="#"+p.getName()+"-"+p.getPos().CordToString() self.history+="|" action_space=[] for i in range(0,len(Action)): action_space.append(Action(i)) self.action_space=np.asarray(action_space) self.observation_space= math.pow(2*self.span+1,2)*self.number self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) self.maze.printMaze() def step(self, action): #print("Stepping") stateList=self.stateList state_nextList=np.empty([1,2*self.span+1,2*self.span+1]) reward=0 terminal=False info={} wallMove=False index=0 for p in self.pList: oldPosition=p.getPos() state_next=np.empty(1) if(action in self.maze.WhichWayIsClear(oldPosition)): p.Do(action,self.maze) print(p.getName(), oldPosition.CordToString(), " to ",p.getPos().CordToString(),action, "Moving",self.maze.returnMoving()) state_Next=np.asarray(p.getView(p.getPos(),self.span)) reward+=p.getReward(p.getPos(), True,oldPosition,p.getView(p.getPos(),self.span)) wallMove=True else: #print(p.getName()," from ", oldPosition.CordToString(), " to ",p.getPos().CordToString(),action, reward, "Not Possible") state_Next=np.asarray(p.getView(p.getPos(),self.span)) reward+=p.getReward(p.getPos(), False,oldPosition,p.getView(p.getPos(),self.span)) #print(state_nextList) #print(state_Next) state_nextList=np.append(state_nextList,[state_Next], axis=0) index+=1 #self.history+="#"+p.getName()+"-"+p.getPos().CordToString() if(self.maze.CheckExit(p.getPos())): print("EXIT: ", p.getPos(), len(self.pList)) self.finished+=1 state_nextList=np.delete(state_nextList,0,axis=0) if(wallMove): self.history+=str(self.pList[0].getTime())+"#"+self.maze.returnAllClearString() blocked=[] for p in self.pList: blocked.append(p.getPos()) self.history+="#"+p.getName()+"-"+p.getPos().CordToString() self.maze.WallMove(blocked) self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) self.history+="|" if(self.finished==len(self.pList)): file=open("Games.txt","a+") file.write(self.history+"\n") file.close() terminal=True #self.maze.printMaze() #print(" ") return state_nextList, reward, terminal, info def reset(self): #print("Resetting") self.stateList=[] self.history=self.maze.mazeString+"|"+"0" self.finished=0 for p in self.pList: p.setInitPos(Cord(self.maze.getInitialX(),self.maze.getInitialY())) state=np.asarray(p.getView(p.getPos(),self.span)) self.stateList.append(state) self.history+="#"+p.getName()+"-"+p.getPos().CordToString() self.history+="|" self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) return self.stateList def resetNewMaze(self): m= MazeGenerator() self.maze= Maze(m) self.s=Simulator(self.maze) self.pList=[] self.stateList=[] self.history=m+"|"+"0" self.finished=0 for j in range(self.number): p=Worker(self.maze) self.pList.append(p) self.s.add(p) state= np.asarray(p.getView(p.getPos(),self.span)) self.stateList.append(state) self.history+="#"+p.getName()+"-"+p.getPos().CordToString() self.history+="|" self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) self.maze.printMaze() self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) return self.stateList def render(self, mode='human', close=False): self.s.display()
class GameEnv(gym.Env): metadata = {'render.modes': ['human']} def __init__(self): # print("Initialising") m= "Test,10,10,4,0,4,9,1111211111100000000111100110011000000001100001011111011000111000000001100101010110000000011111311111" #"Test,10,10,4,0,4,9,1111211111100000000111100110011000000001100001011111011000111000000001100101010110000000011111311111" #"Test,6,6,4,5,1,0,131111100051105001100051150001111121" #"Test,10,10,4,0,4,9,1111211151100000000111100110011000000001100001511111011000111000000001100501050110000000011111311111" #"Test,4,4,2,0,2,3,1125100110011531" MazeGenerator() self.maze= Maze(m) self.s=Simulator(self.maze) self.span=6 self.number=2 self.pList=[] self.stateList=[] self.finishedP=[] self.history=m+"|"+"0" self.finished=0 self.count=0 for j in range(self.number): p=Worker(self.maze) self.s.add(p) self.pList.append(p) state= np.asarray(p.getView(p.getPos(),self.span)) self.stateList.append(state) self.history+="#"+p.getName()+"-"+p.getPos().CordToString() self.history+="|" action_space=[] for i in range(0,len(Action)): action_space.append(i) self.action_space_worker=np.asarray(action_space) self.observation_space_worker= math.pow(2*self.span+1,2) self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) self.maze.printMaze() self.dqn_solver_worker = DQNSolver(int(self.observation_space_worker), len(self.action_space_worker)) self.reward=0 def stepAll(self): #walls move self.history+=str(self.pList[0].getTime())+"#"+ self.maze.returnAllClearString() blocked=[] for q in self.pList: blocked.append(q.getPos()) self.maze.WallMove(blocked) self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) #prey move_workers index=0 for p in self.pList: state = np.reshape(self.stateList[index], [1,int(self.observation_space_worker)]) action = self.dqn_solver_worker.act(state) state_next, reward, terminal, info = self.step(p, action, index) state_next = np.reshape(state_next, [1,int(self.observation_space_worker)]) self.dqn_solver_worker.remember(state, action, reward, state_next, terminal) self.stateList[index]=state_next self.dqn_solver_worker.experience_replay() self.reward+=reward self.history+="#"+p.getName()+"-"+p.getPos().CordToString() index+=1 self.history+="|" #predators move if(self.finished==len(self.pList)): file=open("GamesData.txt","a+") file.write(self.history+"\n") file.close() terminal=True return self.reward, terminal def step(self, agent, action, index): stateList=self.stateList reward=0 terminal=False info={} oldPosition=agent.getPos() state_next=np.empty(1) if(self.action_space_worker[action] in self.maze.WhichWayIsClear(oldPosition, True)): agent.Do(self.action_space_worker[action],self.maze) state_Next=np.asarray(agent.getView(agent.getPos(),self.span)) reward+=agent.getReward(agent.getPos(), True,oldPosition,agent.getView(agent.getPos(),self.span)) self.count+=1 else: state_Next=np.asarray(agent.getView(agent.getPos(),self.span)) reward+=agent.getReward(agent.getPos(), False,oldPosition,agent.getView(agent.getPos(),self.span)) if(self.maze.CheckExit(agent.getPos()) and agent not in self.finishedP): self.finished+=1 self.finishedP.append(agent) return state_Next, reward, terminal, info def reset(self): #print("Resetting") self.maze= Maze(self.maze.mazeString) self.stateList=[] self.history=self.maze.mazeString+"|"+"0" self.finished=0 self.finishedP=[] self.count=0 for p in self.pList: p.setInitPos(Cord(self.maze.getInitialX(),self.maze.getInitialY())) state=np.asarray(p.getView(p.getPos(),self.span)) self.stateList.append(state) self.history+="#"+p.getName()+"-"+p.getPos().CordToString() self.history+="|" self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) #print(self.maze.mazeString) #self.maze.printMaze() return self.stateList def resetNewMaze(self): m= MazeGenerator() self.maze= Maze(m) self.s=Simulator(self.maze) self.pList=[] self.stateList=[] self.history=m+"|"+"0" self.finished=0 self.finishedP=[] self.count=0 for j in range(self.number): p=Worker(self.maze) self.pList.append(p) self.s.add(p) state= np.asarray(p.getView(p.getPos(),self.span)) self.stateList.append(state) self.history+="#"+p.getName()+"-"+p.getPos().CordToString() self.history+="|" self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) self.maze.printMaze() self.shortestRoute=len(self.maze.GetOptimalRoute()[0]) return self.stateList def render(self, mode='human', close=False): self.s.display()
class GameEnv(gym.Env): metadata = {'render.modes': ['human']} def __init__(self): # print("Initialising") m = MazeGenerator( 10, 10 ) #"Test,10,10,4,0,4,9,1111211111100000000111100110011000000001100001011111011000111000000001100101010110000000011111311111" #"Test,10,10,4,0,4,9,1111211111100000000111100110011000000001100001011111011000111000000001100101010110000000011111311111" #"Test,6,6,4,5,1,0,131111100051105001100051150001111121" #"Test,10,10,4,0,4,9,1111211151100000000111100110011000000001100001511111011000111000000001100501050110000000011111311111" #"Test,4,4,2,0,2,3,1125100110011531" MazeGenerator() self.maze = Maze(m) self.s = Simulator(self.maze) self.spanP = 5 self.spanM = 5 self.wNumber = 5 self.qNumber = 0 self.sNumber = 0 self.pList = [] self.qList = [] self.mList = [] self.pPos = [] self.qPos = [] self.mPos = [] self.pStateList = [] self.qStateList = [] self.mStateList = [] self.finishedP = [] self.finishedQ = [] self.history = m + "|" + "0" self.finished = 0 self.count = 0 self.eaten = 0 self.queenEaten = False self.queenLeft = False #rewards self.wReward_not_possible = -50 self.wReward_wall = -50 self.wReward_entrance = -20 self.wReward_finished_before = 0 self.wReward_exit = self.maze.height * self.maze.width * 20 self.wReward_towards_exit = -1 self.wReward_toQueen = -1 self.wReward_atQueen = self.maze.height * self.maze.width * 20 self.wReward_repeat_pos = -20 self.wReward_else = -3 self.wReward_queenEaten = -5000 self.qReward_not_possible = -50 self.qReward_wall = -50 self.qReward_entrance = -20 self.qReward_finished_before = 0 self.qReward_exit = self.maze.height * self.maze.width * 20 self.qReward_towards_exit = -1 self.qReward_repeat_pos = -20 self.qReward_else = -3 self.sReward_not_possible = -50 self.sReward_wall = -50 self.sReward_eat = 1000 self.sReward_eatQueen = 5000 self.sReward_towards_prey = -1 self.sReward_repeat_pos = -20 self.sReward_else = -3 #for book-keeping/need to update with spiders self.folderName = "Span_" + str(self.spanP) + "Dim_" + str( self.maze.height) + "_" + str(self.maze.width) #m+"_maze_"+str(self.wNumber)+"_workers_"+str(self.spanP)+"_span_"+str(self.wReward_not_possible)+"_not poss_"+str(self.wReward_wall)+"_wall_"+str(self.wReward_entrance)+"_ent_"+str(self.wReward_finished_before) +"_finished already_"+str(self.wReward_exit)+"_exit_"+str(self.wReward_towards_exit)+"_to exit_"+str(self.wReward_repeat_pos) +"_rep pos_"+str(self.wReward_else)+"_else " #### self.maxIter = 10 * self.maze.height * self.maze.width self.completeStop = False for j in range(self.wNumber): p = Worker(self.maze, self.spanP) self.s.add(p) self.pList.append(p) self.pPos.append(p.getPos()) for j in range(self.qNumber): q = Queen(self.maze) self.s.add(q) self.qList.append(q) self.qPos.append(q.getPos()) #self.history+="|" action_space = [] for j in range(self.sNumber): s = Spider(self.maze) self.s.add(s) self.mList.append(s) self.mPos.append(s.getPos()) for j in range(self.wNumber): state = np.asarray( p.getAugView(p.getPos(), self.spanP, self.pPos, self.qPos, self.mPos)) self.pStateList.append(state) self.history += "#" + p.getName() + "-" + p.getPos().CordToString() for j in range(self.qNumber): #state= np.asarray(q.getView()) #self.qStateList.append(state) self.history += "#" + q.getName() + "-" + q.getPos().CordToString() for j in range(self.sNumber): state = np.asarray( s.getAugView(s.getPos(), self.spanM, self.pPos, self.qPos, self.mPos)) self.mStateList.append(state) self.history += "#" + s.getName() + "-" + s.getPos().CordToString( ) #fix writeup self.history += "|" action_space = [] for i in range(0, len(Action)): action_space.append(i) self.action_space_worker = np.asarray(action_space) self.observation_space_worker = math.pow(2 * self.spanP + 1, 2) self.action_space_queen = np.asarray(action_space) self.observation_space_queen = (self.maze.height + 2 * self.spanP) * ( self.maze.width + 2 * self.spanP) #math.pow(2*self.spanP+1,2) self.action_space_spider = np.asarray(action_space) self.observation_space_spider = math.pow(2 * self.spanM + 1, 2) self.shortestRoute = len(self.maze.GetOptimalRoute()[0]) self.maze.printMaze() self.dqn_solver_worker = DQNSolver(int(self.observation_space_worker), len(self.action_space_worker)) self.dqn_solver_queen = DQNSolver(int(self.observation_space_queen), len(self.action_space_queen)) self.dqn_solver_spider = DQNSolver(int(self.observation_space_spider), len(self.action_space_spider)) self.pReward = 0 self.qReward = 0 self.mReward = 0 def stepAll(self): terminal = False #walls move time = '' if (len(self.pList) > 0): time = str(self.pList[0].getTime()) elif (len(self.qList) > 0): time = str(self.qList[0].getTime()) elif (len(self.mList) > 0): time = str(self.mList[0].getTime()) #print("TIME",time) self.history += time + "#" + self.maze.returnAllClearString() blocked = [] for p in self.pList: blocked.append(p.getPos()) for q in self.qList: blocked.append(q.getPos()) for m in self.mList: blocked.append(m.getPos()) self.maze.WallMove(blocked) self.shortestRoute = len(self.maze.GetOptimalRoute()[0]) #prey move_workers index = 0 for p in self.pList: if (p.exploring): state = np.reshape(self.pStateList[index], [1, int(self.observation_space_worker)]) #print(self.pStateList[index],[1,int(self.observation_space_worker)]) #print(state) action = self.dqn_solver_worker.act(state) #print("1") state_next, reward, terminal, info = self.step( p, action, index) state_next = np.reshape( state_next, [1, int(self.observation_space_worker)]) self.dqn_solver_worker.remember(state, action, reward, state_next, terminal) self.pStateList[index] = state_next self.dqn_solver_worker.experience_replay() self.pReward += reward self.history += "#" + p.getName() + "-" + p.getPos( ).CordToString() p.routeToQueen.append(p.getPos()) else: # need reward, state_next state_next, reward = p.goToQueen( self.qList[0].getPos(), self.spanP, self.pPos, self.qPos, self.mPos, self.wReward_not_possible, self.wReward_wall, self.wReward_toQueen, self.wReward_atQueen, self.wReward_repeat_pos, self.wReward_else) state_next = np.reshape( state_next, [1, int(self.observation_space_worker)]) self.pStateList[index] = state_next self.pReward += reward self.history += "#" + p.getName() + "-" + p.getPos( ).CordToString() #print(p.getName(),"moved to",p.getPos().CordToString(),"at",time, p.exploring) self.pPos[index] = p.getPos() if (p.exploring): #p.exploring=not (p.isQueenOnEdge(self.spanP,self.pPos, self.qPos, self.mPos)) if (p.isQueenOnEdge(self.spanP, self.pPos, self.qPos, self.mPos)): #print("i") p.save_state(self.spanP, self.pPos, self.qPos, self.mPos) #print("ii") print("Ant", "Taking Snapshot", p.savedTime) #print("iii") if ((not p.exploring) and (p.getPos().equals(self.qList[0].getPos()))): #print(p.savedState,p.savedTime,len(q.history)) #for key in q.history: # print(key,q.history.get(key).CordToString()) #print(p.getName(),"returned to the queen ",self.qList[0].history.get(p.savedTime).CordToString(),"at",time) p.exploring = True #print("Workers at:",[[c.getName(), c.getPos().CordToString()] for c in self.pList]) self.qList[0].combine(p.savedState, p.savedTime) index += 1 #print("ANT",p.getName(), p.getTime(), p.getPos().CordToString(), "Snapshot", p.savedTime) #self.history+="|" #queen moves index = 0 for q in self.qList: oldPos = q.getPos() if (len(q.view) > 0): view = q.norm_view((self.maze.height + 2 * self.spanP), (self.maze.width + 2 * self.spanP)) state = np.reshape(view, [1, int(self.observation_space_queen)]) action = self.dqn_solver_queen.act(state) state_next, reward, terminal, info = self.step( q, action, index) viewNew = q.norm_view((self.maze.height + 2 * self.spanP), (self.maze.width + 2 * self.spanP)) state_next = np.reshape( viewNew, [1, int(self.observation_space_queen)]) self.dqn_solver_queen.remember(state, action, reward, state_next, terminal) #self.mStateList[index]=state_next self.dqn_solver_queen.experience_replay() self.qReward += reward else: q.TimeStep += 1 self.history += "#" + q.getName() + "-" + q.getPos().CordToString() self.qPos[0] = q.getPos() #print("(Global)Queen going",oldPos.CordToString(),"->",q.getPos().CordToString(), "at", q.getTime(),time) action = 4 if (q.getPos().Y == oldPos.Y + 1): action = 0 elif (q.getPos().Y == oldPos.Y - 1): action = 1 elif (q.getPos().X == oldPos.X + 1): action = 2 elif (q.getPos().X == oldPos.X - 1): action = 3 q.updateView(action) #print("Updated view:") #q.show_span(q.getView()) q.history[q.getTime()] = q.getPos() #print("----------------------------") index += 1 for p1 in self.pList: q = p1.getPos() if (len(self.qList) > 0): q = self.qList[0].getPos() p1.updateVulnerability(self.pPos, q) for q1 in self.qList: q1.updateVulnerability(self.pPos) #predators move index = 0 for s in self.mList: state = np.reshape(self.mStateList[index], [1, int(self.observation_space_spider)]) action = self.dqn_solver_spider.act(state) state_next, reward, terminal, info = self.step(s, action, index) state_next = np.reshape(state_next, [1, int(self.observation_space_spider)]) self.dqn_solver_spider.remember(state, action, reward, state_next, terminal) self.mStateList[index] = state_next self.dqn_solver_spider.experience_replay() self.mReward += reward self.history += "#" + s.getName() + "-" + s.getPos().CordToString() self.mPos[index] = s.getPos() index += 1 self.history += "|" trueTermination = False #print("Check ",self.finished,len(self.pList)) #print(" ") self.maxIter -= 1 if (((self.finished == len(self.pList)) and (len(self.qList) == 0)) or (self.queenEaten) or (self.queenLeft) or (self.maxIter == 0)): path = u"DATA/" + u"Testing/exp2/" + self.folderName if not os.path.exists(path): #print(path) #print(len(path.encode())) os.makedirs(path) file = open(path + u"/GamesData.txt", "a+") file.write(self.history + "\n") file.close() terminal = True trueTermination = True #if(self.maxIter==0): # terminal=True # trueTermination=False #print(" ") return self.pReward, self.mReward, terminal, trueTermination, self.eaten def step(self, agent, action, index): reward = 0 terminal = False info = {} oldPosition = agent.getPos() state_Next = np.empty(1) if (str(type(agent).__name__) == "Worker"): if (self.action_space_worker[action] in self.maze.WhichWayIsClear(oldPosition, True)): agent.Do(self.action_space_worker[action], self.maze) state_Next = np.asarray( agent.getAugView(agent.getPos(), self.spanP, self.pPos, self.qPos, self.mPos)) reward += agent.getReward( agent.getPos(), True, oldPosition, agent.getAugView(agent.getPos(), self.spanP, self.pPos, self.qPos, self.mPos), self.wReward_not_possible, self.wReward_wall, self.wReward_entrance, self.wReward_finished_before, self.wReward_exit, self.wReward_towards_exit, self.wReward_repeat_pos, self.wReward_else) self.count += 1 else: agent.Do(self.action_space_worker[4], self.maze) state_Next = np.asarray( agent.getAugView(agent.getPos(), self.spanP, self.pPos, self.qPos, self.mPos)) reward += agent.getReward( agent.getPos(), False, oldPosition, agent.getAugView(agent.getPos(), self.spanP, self.pPos, self.qPos, self.mPos), self.wReward_not_possible, self.wReward_wall, self.wReward_entrance, self.wReward_finished_before, self.wReward_exit, self.wReward_towards_exit, self.wReward_repeat_pos, self.wReward_else) if (self.maze.CheckExit(agent.getPos()) and agent not in self.finishedP): self.finished += 1 self.finishedP.append(agent) elif (str(type(agent).__name__) == "Spider"): if (self.action_space_spider[action] in self.maze.WhichWayIsClear(oldPosition, True)): agent.Do(self.action_space_spider[action], self.maze) state_Next = np.asarray( agent.getAugView(agent.getPos(), self.spanM, self.pPos, self.qPos, self.mPos)) reward += agent.getReward( agent.getPos(), True, oldPosition, agent.getAugView(agent.getPos(), self.spanM, self.pPos, self.qPos, self.mPos), self.sReward_not_possible, self.sReward_wall, [p.getPos() for p in self.pList], self.sReward_eat, self.sReward_towards_prey, self.sReward_repeat_pos, self.sReward_else) if ((agent.getPos().equals(self.qList[0].getPos())) and (self.qList[0].vulnerable)): reward += self.sReward_eatQueen self.pReward += self.wReward_queenEaten self.qList = [] self.queenEaten = True terminal = True remove = [] for prey in self.pList: if ((agent.getPos().equals(prey.getPos())) and (prey.vulnerable)): remove.append(prey) self.eaten += 1 self.pReward -= self.wReward_exit for corpse in remove: self.pList.remove(corpse) else: agent.Do(self.action_space_spider[4], self.maze) state_Next = np.asarray( agent.getAugView(agent.getPos(), self.spanM, self.pPos, self.qPos, self.mPos)) reward += agent.getReward( agent.getPos(), False, oldPosition, agent.getAugView(agent.getPos(), self.spanM, self.pPos, self.qPos, self.mPos), self.sReward_not_possible, self.sReward_wall, [p.getPos() for p in self.pList], self.sReward_eat, self.sReward_towards_prey, self.sReward_repeat_pos, self.sReward_else) elif (str(type(agent).__name__) == "Queen"): if (self.action_space_queen[action] in self.maze.WhichWayIsClear(oldPosition, True)): agent.Do(self.action_space_queen[action], self.maze) state_Next = np.asarray(agent.getView()) #self, pos, possible, oldPos, view, rNotPos, rWall, rEnt, rFinBef, rEx, rToEx, rRep, rElse reward += agent.getReward( agent.getPos(), True, oldPosition, agent.getView(), self.qReward_not_possible, self.qReward_wall, self.qReward_entrance, self.qReward_finished_before, self.qReward_exit, self.qReward_towards_exit, self.qReward_repeat_pos, self.qReward_else) else: agent.Do(self.action_space_queen[4], self.maze) state_Next = np.asarray(agent.getView()) reward += agent.getReward( agent.getPos(), False, oldPosition, agent.getView(), self.qReward_not_possible, self.qReward_wall, self.qReward_entrance, self.qReward_finished_before, self.qReward_exit, self.qReward_towards_exit, self.qReward_repeat_pos, self.qReward_else) if (self.maze.CheckExit(agent.getPos()) and agent not in self.finishedQ): self.finishedQ.append(agent) self.queenLeft = True #print(agent.getTime(), agent.getName(), oldPosition.CordToString(), " -> ",agent.getPos().CordToString()) return state_Next, reward, terminal, info def reset(self): #print("Resetting") self.maze = Maze(self.maze.mazeString) self.pList = [] self.qList = [] self.mList = [] self.pPos = [] self.qPos = [] self.mPos = [] self.pStateList = [] self.mStateList = [] self.qStateList = [] self.finishedP = [] self.finishedQ = [] self.history = self.maze.mazeString + "|" + "0" self.finished = 0 self.finishedP = [] self.count = 0 self.queenLeft = False self.maxIter = 10 * self.maze.height * self.maze.width for j in range(self.wNumber): p = Worker(self.maze, self.spanP) self.pList.append(p) for k in range(self.qNumber): q = Queen(self.maze) self.qList.append(q) for h in range(self.sNumber): s = Spider(self.maze) self.mList.append(s) #print(len(self.pList),len(self.qList),len(self.mList)) self.eaten = 0 self.queenEaten = False for p in self.pList: p.setInitPos(Cord(self.maze.getInitialX(), self.maze.getInitialY())) self.pPos.append(p.getPos()) for q in self.qList: q.setInitPos(Cord(self.maze.getInitialX(), self.maze.getInitialY())) self.qPos.append(q.getPos()) for q in self.mList: q.setInitPos(Cord(q.start.X, q.start.Y)) self.mPos.append(q.getPos()) for p in self.pList: state = np.asarray( p.getAugView(p.getPos(), self.spanP, self.pPos, self.qPos, self.mPos)) self.pStateList.append(state) self.history += "#" + p.getName() + "-" + p.getPos().CordToString() for q in self.qList: #state=np.asarray(p.getAugView(p.getPos(),self.spanP,self.pPos, self.qPos, self.mPos)) #self.pStateList.append(state) self.history += "#" + q.getName() + "-" + q.getPos().CordToString() for q in self.mList: state = np.asarray( q.getAugView(q.getPos(), self.spanM, self.pPos, self.qPos, self.mPos)) self.mStateList.append(state) self.history += "#" + q.getName() + "-" + q.getPos().CordToString() self.history += "|" self.shortestRoute = len(self.maze.GetOptimalRoute()[0]) self.pReward = 0 self.qReward = 0 self.mReward = 0 #print(self.maze.mazeString) #self.maze.printMaze() return self.pStateList def resetNewMaze(self): mazesizeh = self.maze.height + 10 mazesizew = self.maze.width + 10 if (self.maze.height == 5): mazesizeh = 10 mazesizew = 10 m = MazeGenerator(mazesizeh, mazesizew) #"Test,10,10,4,0,4,9,1111211111100000000111100110011000000001100001011111011000111000000001100101010110000000011111311111" #MazeGenerator() self.maze = Maze(m) self.s = Simulator(self.maze) self.pList = [] self.qList = [] self.mList = [] self.pPos = [] self.qPos = [] self.mPos = [] self.pStateList = [] self.qStateList = [] self.mStateList = [] self.history = m + "|" + "0" self.finished = 0 self.finishedP = [] self.finishedQ = [] self.count = 0 self.eaten = 0 self.queenEaten = False self.queenLeft = False #rewards self.wReward_not_possible = -50 self.wReward_wall = -50 self.wReward_entrance = -20 self.wReward_finished_before = 0 self.wReward_exit = self.maze.height * self.maze.width * 20 self.wReward_towards_exit = -1 self.wReward_toQueen = -1 self.wReward_atQueen = self.maze.height * self.maze.width * 20 self.wReward_repeat_pos = -20 self.wReward_else = -3 self.qReward_not_possible = -50 self.qReward_wall = -50 self.qReward_entrance = -20 self.qReward_finished_before = 0 self.qReward_exit = self.maze.height * self.maze.width * 20 self.qReward_towards_exit = -1 self.qReward_repeat_pos = -20 self.qReward_else = -3 self.sReward_not_possible = -50 self.sReward_wall = -50 self.sReward_eat = 1000 self.sReward_eatQueen = 5000 self.sReward_towards_prey = -1 self.sReward_repeat_pos = -20 self.sReward_else = -3 #for book-keeping #self.wNumber=self.wNumber+1 self.folderName = "Span_" + str(self.spanP) + "Dim_" + str( self.maze.height ) + "_" + str( self.maze.width ) #m+"_maze_"+str(self.wNumber)+"_workers_"+str(self.spanP)+"_span_"+str(self.wReward_not_possible)+"_not poss_"+str(self.wReward_wall)+"_wall_"+str(self.wReward_entrance)+"_ent_"+str(self.wReward_finished_before) +"_finished already_"+str(self.wReward_exit)+"_exit_"+str(self.wReward_towards_exit)+"_to exit_"+str(self.wReward_repeat_pos) +"_rep pos_"+str(self.wReward_else)+"_else " self.maxIter = 10 * self.maze.height * self.maze.width self.completeStop = False if (self.wReward_exit == 0): self.completeStop = True for j in range(self.wNumber): p = Worker(self.maze, self.spanP) self.s.add(p) self.pList.append(p) self.pPos.append(p.getPos()) for j in range(self.qNumber): q = Queen(self.maze) self.s.add(q) self.qList.append(q) self.qPos.append(q.getPos()) #self.history+="|" action_space = [] for j in range(self.sNumber): s = Spider(self.maze) self.s.add(s) self.mList.append(s) self.mPos.append(s.getPos()) for j in range(self.wNumber): state = np.asarray( p.getAugView(p.getPos(), self.spanP, self.pPos, self.qPos, self.mPos)) self.pStateList.append(state) self.history += "#" + p.getName() + "-" + p.getPos().CordToString() for j in range(self.qNumber): #state= np.asarray(q.getView()) #self.qStateList.append(state) self.history += "#" + q.getName() + "-" + q.getPos().CordToString() for j in range(self.sNumber): state = np.asarray( s.getAugView(s.getPos(), self.spanM, self.pPos, self.qPos, self.mPos)) self.mStateList.append(state) self.history += "#" + s.getName() + "-" + s.getPos().CordToString( ) #fix writeup self.history += "|" self.shortestRoute = len(self.maze.GetOptimalRoute()[0]) self.maze.printMaze() self.shortestRoute = len(self.maze.GetOptimalRoute()[0]) self.dqn_solver_worker = DQNSolver(int(self.observation_space_worker), len(self.action_space_worker)) self.dqn_solver_queen = DQNSolver(int(self.observation_space_queen), len(self.action_space_queen)) self.dqn_solver_spider = DQNSolver(int(self.observation_space_spider), len(self.action_space_spider)) self.pReward = 0 self.qReward = 0 self.mReward = 0 return self.pStateList def render(self, mode='human', close=False): self.s.display()