示例#1
0
    def __init__(self):

        #init parent class -> environment interface
        env.Env.__init__(self)

        #dimensions 1x10x10
        self.width = 20
        self.height = 16
        self.depth = 1

        #init state, as 1D vector (tensor with size depth*height*width)
        self.observation_init()

        #4 actions for movements
        self.actions_count = 2

        self.player_size = 5

        self.reset()

        self.gui = gl_gui.GLVisualisation()

        self.size_ratio = self.width / self.height

        self.player_0_score = 0
        self.player_1_score = 0
    def __init__(self):

        #init parent class -> environment interface
        env.Env.__init__(self)

        #dimensions 1x1x2
        self.width = 1
        self.height = 1
        self.depth = 2
        self.time = 1

        #init state, as 1D vector (tensor with size depth*height*width)
        self.observation_init()

        #4 actions for movements
        self.actions_count = 3

        self.velocity_min = -0.07
        self.velocity_max = 0.07
        self.position_min = -1.2
        self.position_max = 0.6001

        self.move_old = 0
        self.move_to_top = 0

        self.reset()

        self.games_count = 0

        self.gui = gl_gui.GLVisualisation()
示例#3
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    def __init__(self, size=16):

        #init parent class -> environment interface
        env.Env.__init__(self)

        self.width = size
        self.height = size
        self.depth = 1
        self.time = 1

        #init state, as 1D vector (tensor with size depth*height*width)
        self.observation_init()

        #4 actions for movements
        self.actions_count = 3
        self.player_size = 3

        self.player_0_points = 0.0
        self.player_1_points = 0.0

        self.game_idx = 0

        self.reset()

        self.gui = gl_gui.GLVisualisation()

        self.size_ratio = self.width / self.height
示例#4
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    def __init__(self, name):
        libs_env.Env.__init__(self)

        self.gym_env = gym.make(name)

        self.gym_env.reset()

        self.width_scale = 3
        self.height_scale = 2

        self.raw_width = numpy.shape(self.gym_env.observation_space)[0]
        self.raw_height = numpy.shape(self.gym_env.observation_space)[1]
        self.raw_depth = numpy.shape(self.gym_env.observation_space)[2]

        self.time_steps = 4
        self.colors_count = 3

        self.width = 96
        self.height = 96
        self.depth = self.colors_count * self.time_steps

        self.actions_count = self.gym_env.action_space.n

        size = self.colors_count * self.height * self.width

        self.state_vec_frame_0 = numpy.zeros(size)
        self.state_vec_frame_1 = numpy.zeros(size)
        self.state_vec_frame_2 = numpy.zeros(size)
        self.state_vec_frame_3 = numpy.zeros(size)

        self.observation_init()

        self.gui = libs_gl_gui.GLVisualisation()
        self.game_number = 0
    def __init__(self):

        #init parent class -> environment interface
        libs_env.Env.__init__(self)

        #dimensions
        self.width = 16
        self.height = 20
        self.depth = 3

        #init state, as 1D vector (tensor with size depth*height*width)
        self.observation = numpy.zeros(self.get_size())

        #3 actions for movements
        self.actions_count = 3

        #player paddle size
        self.player_size = 3

        #init game
        self.reset()
        self.__update_state()

        self.gui = libs_gl_gui.GLVisualisation()
        self.size_ratio = self.width / self.height

        self.moves_old = 0
        self.game_idx = 0
        self.moves_to_win = 1000
示例#6
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    def __init__(self):
        env.Env.__init__(self)

        self.width = 1
        self.height = 1
        self.depth = 2

        self.actions_count = 2

        self.observation_init()

        self.reset()

        self.gui = gl_gui.GLVisualisation()
示例#7
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    def __init__(self):
        env.Env.__init__(self)

        self.width = 1
        self.height = 1
        self.depth = 2

        self.actions_count = 2

        self.observation = numpy.zeros(self.get_size())

        self.reset()

        self.gui = gl_gui.GLVisualisation()
示例#8
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    def __init__(self):

        libs.libs_env.env.Env.__init__(self)

        self.game = gym_super_mario_bros.make('SuperMarioBros-v0')
        self.game = JoypadSpace(self.game, SIMPLE_MOVEMENT)
        #self.game.set_sound_enabled(True)
        self.game.reset()

        state, reward, done, info = self.game.step(0)
        self.raw_state_shape = numpy.shape(state)

        self.reset()

        self.actions_count = 7

        self.time_steps = 4
        self.colors_count = 3

        self.width_scale = 4
        self.height_scale = 3
        self.width_scaled = self.raw_state_shape[1] // self.width_scale
        self.height_scaled = self.raw_state_shape[0] // self.height_scale

        self.width = self.width_scaled
        self.height = self.height_scaled
        self.depth = self.colors_count * self.time_steps
        self.observation_init()

        print("raw state shape ", self.raw_state_shape[1],
              self.raw_state_shape[0])
        print("scaling factor ", self.width_scale, self.height_scale)
        print("rescaled state ", self.width_scaled, self.height_scaled)
        print("state ", self.width, self.height)

        self.set_no_terminal_state()

        self.game_idx = 0

        size = self.colors_count * self.height * self.width

        self.state_vec_frame_0 = numpy.zeros(size)
        self.state_vec_frame_1 = numpy.zeros(size)
        self.state_vec_frame_2 = numpy.zeros(size)
        self.state_vec_frame_3 = numpy.zeros(size)

        self.size_ratio = self.width / self.height
        self.gui = libs_gl_gui.GLVisualisation()
        self.window_name = "super mario"
示例#9
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    def __init__(self, seed=0, convolution_mode=False):
        #init parent class -> environment interface
        libs_env.Env.__init__(self)

        self.map_size = 64

        prime = 60013

        if convolution_mode:
            self.features_count = 4 + (seed * prime) % 8
            self.state_size = 8  #state planar size 8x8
        else:
            self.features_count = 8 + (seed * prime) % 24
            self.state_size = 1  #state planar size 1x1

        #state dimensions
        self.width = self.state_size
        self.height = self.state_size
        self.depth = self.features_count

        #init state, as 1D vector (tensor with size depth*height*width)
        self.observation = numpy.zeros(self.get_size())

        #4 actions for movements
        self.actions_count = 4

        #random permutate actions - to prevent hardcoding bots
        self.actions_ids = numpy.random.permutation(self.actions_count)

        self.agent_position_x = self.map_size // 2
        self.agent_position_y = self.map_size // 2

        #create feature maps
        self.maps = []
        for i in range(0, self.features_count):
            init_seed_x = (seed + i) * 61057
            init_seed_y = (seed + i) * 62141
            map = libs_black_box_map.BlackBoxMap(self.map_size, self.map_size,
                                                 init_seed_x, init_seed_y)
            self.maps.append(map)

        #compute reward by averaging and thresholding feature maps
        self.rewards = self.__make_rewards()

        self.fields_occupation = numpy.zeros((self.map_size, self.map_size))

        #gui for visualisation
        self.gui = gl_gui.GLVisualisation()
        self.time = 0.0
示例#10
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    def __init__(self):
        env.Env.__init__(self)

        self.width = 4
        self.height = 4
        self.depth = 1
        self.time = 1

        self.actions_count = 4

        self.observation_init()
        self.reset()

        self.gui = gl_gui.GLVisualisation()

        self.max_value = 0.0
        self.max_score_log = rysy.Log("2048_max_score.log")
示例#11
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    def __init__(self):

        libs_env.Env.__init__(self)

        self.size = 16
        self.max_depth = 16

        self.width = self.size
        self.height = self.size
        self.depth = 2

        self.observation_init()

        self.actions_count = 2

        self.reset()

        self.angle = 0.0
        self.gui = libs_gl_gui.GLVisualisation()
示例#12
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    def __init__(self):

        #init parent class -> environment interface
        env.Env.__init__(self)

        #dimensions 10x9x1
        self.width = 9
        self.height = 10
        self.depth = 1

        self.observation_init()

        self.actions_count = 6

        self.moves_to_win = 200
        self.game_moves = 0.0

        self.reset()

        self.gui = gl_gui.GLVisualisation()
示例#13
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    def __init__(self, size=32):

        #init parent class -> environment interface
        libs_env.Env.__init__(self)

        self.time_steps = 4
        self.colors_count = 3

        #dimensions
        self.width = size
        self.height = size
        self.depth = self.colors_count
        self.time = self.time_steps

        #init state, as 1D vector (tensor with size depth*height*width)
        self.observation_init()
        self.actions_count = 2

        self.game_screen = numpy.zeros(
            (self.colors_count, self.height, self.width))

        size = self.colors_count * self.height * self.width

        self.state_vec_frame_0 = numpy.zeros(size)
        self.state_vec_frame_1 = numpy.zeros(size)
        self.state_vec_frame_2 = numpy.zeros(size)
        self.state_vec_frame_3 = numpy.zeros(size)

        self.iterations = 0
        self.game_idx = 0

        self.size_ratio = self.width / self.height
        self.gui = libs_gl_gui.GLVisualisation()
        self.window_name = "game interface"

        self.update_state()
示例#14
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    def __init__(self):

        #init parent class -> EnvCliff
        libs_env_cliff.EnvCliff.__init__(self)

        self.gui = libs_gl_gui.GLVisualisation()
示例#15
0
    def __init__(self, mode="basic"):

        libs.libs_env.env.Env.__init__(self)

        self.game = DoomGame()

        self.mode = mode

        self.positive_reward_factor = 1.0
        self.negative_reward_factor = 1.0

        if self.mode == "basic":
            self.positive_reward_factor = 0.1
            self.negative_reward_factor = 0.1

            self.game.load_config("scenarios/basic.cfg")

            left = [1, 0, 0]
            right = [0, 1, 0]
            attack = [0, 0, 1]

            self.actions = [left, right, attack]

        if self.mode == "health_gathering":
            self.positive_reward_factor = 0.02
            self.negative_reward_factor = 0.1

            self.game.load_config("scenarios/health_gathering.cfg")

            turn_left = [1, 0, 0]
            turn_right = [0, 1, 0]
            move_forward = [0, 0, 1]
            self.actions = [turn_left, turn_right, move_forward]

        if self.mode == "defend_the_center":
            self.positive_reward_factor = 5.0
            self.negative_reward_factor = 10.0

            self.game.load_config("scenarios/defend_the_center.cfg")

            turn_left = [1, 0, 0]
            turn_right = [0, 1, 0]
            attack = [0, 0, 1]
            self.actions = [turn_left, turn_right, attack]

        if self.mode == "defend_the_line":
            self.positive_reward_factor = 1.0
            self.negative_reward_factor = 10.0

            self.game.load_config("scenarios/defend_the_line.cfg")

            left = [1, 0, 0]
            right = [0, 1, 0]
            attack = [0, 0, 1]

            self.actions = [left, right, attack]

        if self.mode == "deadly_corridor":
            self.positive_reward_factor = 1.0
            self.negative_reward_factor = 0.5

            self.game.load_config("scenarios/deadly_corridor.cfg")

            move_left = [1, 0, 0, 0, 0, 0, 0]
            move_right = [0, 1, 0, 0, 0, 0, 0]
            attack = [0, 0, 1, 0, 0, 0, 0]
            move_forward = [0, 0, 0, 1, 0, 0, 0]
            move_backward = [0, 0, 0, 0, 1, 0, 0]
            turn_left = [0, 0, 0, 0, 0, 1, 0]
            turn_right = [0, 0, 0, 0, 0, 0, 1]

            self.actions = [
                move_left, move_right, attack, move_forward, move_backward,
                turn_left, turn_right
            ]

        if self.mode == "multi":
            self.positive_reward_factor = 0.1
            self.negative_reward_factor = 0.1

            self.game.load_config("scenarios/multi.cfg")

            turn_left = [1, 0, 0, 0, 0, 0, 0, 0, 0]
            turn_right = [0, 1, 0, 0, 0, 0, 0, 0, 0]
            attack = [0, 0, 1, 0, 0, 0, 0, 0, 0]

            move_right = [0, 0, 0, 1, 0, 0, 0, 0, 0]
            move_left = [0, 0, 0, 0, 1, 0, 0, 0, 0]
            move_forward = [0, 0, 0, 0, 0, 1, 0, 0, 0]
            move_backward = [0, 0, 0, 0, 0, 0, 1, 0, 0]

            turn_left_right_delta = [0, 0, 0, 0, 0, 0, 0, 1, 0]
            move_left_right_delta = [0, 0, 0, 0, 0, 0, 0, 0, 1]

            self.actions = [
                turn_left, turn_right, attack, move_right, move_left,
                move_forward, move_backward, turn_left_right_delta,
                move_left_right_delta
            ]

        if self.mode == "deathmatch":
            self.positive_reward_factor = 1.0
            self.negative_reward_factor = 1.0

            self.game.load_config("scenarios/deathmatch.cfg")
            attack = [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
            strafe = [0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
            move_right = [
                0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            ]
            move_left = [
                0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            ]
            move_forward = [
                0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            ]
            move_backward = [
                0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            ]
            turn_left = [
                0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            ]
            turn_right = [
                0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            ]

            select_weapon_1 = [
                0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
            ]
            select_weapon_2 = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0
            ]
            select_weapon_3 = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0
            ]
            select_weapon_4 = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0
            ]
            select_weapon_5 = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0
            ]
            select_weapon_6 = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0
            ]
            select_next_weapon = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0
            ]
            select_prev_weapon = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0
            ]

            look_up_down_delta = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0
            ]
            turn_left_right_delta = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0
            ]
            move_left_right_delta = [
                0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1
            ]

            self.actions = [
                attack, strafe, move_right, move_left, move_forward,
                move_backward, turn_left, turn_right, select_weapon_1,
                select_weapon_2, select_weapon_3, select_weapon_4,
                select_weapon_5, select_weapon_6, select_next_weapon,
                select_prev_weapon, look_up_down_delta, turn_left_right_delta,
                move_left_right_delta
            ]

        #self.game.add_available_game_variable(GameVariable.KILLCOUNT)
        #self.game.add_available_game_variable(GameVariable.DEATHCOUNT)

        #self.game.set_sound_enabled(True)
        self.game.init()
        self.game.new_episode()

        self.reset()

        self.raw_state_shape = self.game.get_state().screen_buffer.shape

        buffer_size = 64
        self.time_steps = 8
        self.colors_count = 3

        self.width = 80
        self.height = 80
        self.depth = self.colors_count * self.time_steps
        self.time = 1

        self.width_scale = 5
        self.height_scale = 5

        self.width_scaled = self.raw_state_shape[2] // self.width_scale
        self.height_scaled = self.raw_state_shape[1] // self.height_scale

        self.width_crop = self.raw_state_shape[
            2] // self.width_scale - self.width
        self.height_crop = self.raw_state_shape[
            1] // self.height_scale - self.height

        print("raw state shape ", self.raw_state_shape[2],
              self.raw_state_shape[1])
        print("scaling factor ", self.width_scale, self.height_scale)
        print("rescaled state ", self.width_scaled, self.height_scaled)
        print("crop ", self.width_crop, self.height_crop)

        self.actions_count = len(self.actions)
        self.observation_init()

        self.game_idx = 0

        self.frame_buffer = frame_buffer.FrameBuffer(self.width, self.height,
                                                     self.colors_count,
                                                     buffer_size)

        self.size_ratio = self.width / self.height
        self.gui = libs_gl_gui.GLVisualisation()
        self.window_name = "DOOM - " + self.mode