示例#1
0
def human_runner(controller, join):
    """Run the human agent in a thread."""
    j = sc_pb.RequestJoinGame()
    j.CopyFrom(join)
    j.race = sc2_env.Race[FLAGS.user_race]
    if FLAGS.render:
        j.options.raw = True
        j.options.feature_layer.width = 24
        j.options.feature_layer.resolution.x = 64
        j.options.feature_layer.resolution.y = 64
        j.options.feature_layer.minimap_resolution.x = 64
        j.options.feature_layer.minimap_resolution.y = 64
        # j.options.render.resolution.x = 256
        # j.options.render.resolution.y = 192
        # j.options.render.minimap_resolution.x = 128
        # j.options.render.minimap_resolution.y = 128
    controller.join_game(j)

    if FLAGS.render:
        renderer = renderer_human.RendererHuman(render_feature_grid=False)
        renderer.run(run_configs.get(), controller, max_episodes=1)
    else:  # Still step forward so the Mac/Windows renderer works.
        try:
            while True:
                frame_start_time = time.time()
                if not FLAGS.realtime:
                    controller.step(FLAGS.step_mul)
                obs = controller.observe()

                if obs.player_result:
                    break
                time.sleep(max(0, frame_start_time - time.time() + 1 / 22.4))
        except KeyboardInterrupt:
            pass
    controller.quit()
示例#2
0
  def _finalize(self, interface, action_space, use_feature_units, visualize):
    game_info = self._controllers[0].game_info()
    static_data = self._controllers[0].data()
    if not self._map_name:
      self._map_name = game_info.map_name

    if game_info.options.render != interface.render:
      logging.warning(
          "Actual interface options don't match requested options:\n"
          "Requested:\n%s\n\nActual:\n%s", interface, game_info.options)

    self._features = features.Features(game_info=game_info,
                                       action_space=action_space,
                                       use_feature_units=use_feature_units)
    if visualize:
      self._renderer_human = renderer_human.RendererHuman()
      self._renderer_human.init(game_info, static_data)
    else:
      self._renderer_human = None

    self._metrics = metrics.Metrics(self._map_name)
    self._metrics.increment_instance()

    self._last_score = None
    self._total_steps = 0
    self._episode_steps = 0
    self._episode_count = 0
    self._obs = None
    self._state = environment.StepType.LAST  # Want to jump to `reset`.
    logging.info("Environment is ready on map: %s", self._map_name)
示例#3
0
    def _finalize(self, agent_interface_formats, interfaces, visualize):
        game_info = self._parallel.run(c.game_info for c in self._controllers)
        if not self._map_name:
            self._map_name = game_info[0].map_name

        for g, interface in zip(game_info, interfaces):
            if g.options.render != interface.render:
                logging.warning(
                    "Actual interface options don't match requested options:\n"
                    "Requested:\n%s\n\nActual:\n%s", interface, g.options)

        self._features = [
            features.features_from_game_info(
                game_info=g,
                use_feature_units=agent_interface_format.use_feature_units,
                use_raw_units=agent_interface_format.use_raw_units,
                use_unit_counts=agent_interface_format.use_unit_counts,
                use_camera_position=agent_interface_format.use_camera_position,
                action_space=agent_interface_format.action_space,
                hide_specific_actions=agent_interface_format.
                hide_specific_actions) for g, agent_interface_format in zip(
                    game_info, agent_interface_formats)
        ]

        if visualize:
            static_data = self._controllers[0].data()
            self._renderer_human = renderer_human.RendererHuman()
            self._renderer_human.init(game_info[0], static_data)
        else:
            self._renderer_human = None

        self._metrics = metrics.Metrics(self._map_name)
        self._metrics.increment_instance()

        self._last_score = None
        self._total_steps = 0
        self._episode_steps = 0
        self._episode_count = 0
        self._obs = [None] * len(interfaces)
        self._agent_obs = [None] * len(interfaces)
        self._state = environment.StepType.LAST  # Want to jump to `reset`.
        logging.info("Environment is ready on map: %s", self._map_name)
示例#4
0
    def _finalize(self, visualize):
        self._delayed_actions = [
            collections.deque() for _ in self._action_delay_fns
        ]

        if visualize:
            self._renderer_human = renderer_human.RendererHuman()
            self._renderer_human.init(self._controllers[0].game_info(),
                                      self._controllers[0].data())
        else:
            self._renderer_human = None

        self._metrics = metrics.Metrics(self._map_name)
        self._metrics.increment_instance()

        self._last_score = None
        self._total_steps = 0
        self._episode_steps = 0
        self._episode_count = 0
        self._obs = [None] * self._num_agents
        self._agent_obs = [None] * self._num_agents
        self._state = environment.StepType.LAST  # Want to jump to `reset`.
        logging.info("Environment is ready")
示例#5
0
  def _setup(self,
             player_setup,
             map_name,
             screen_size_px=(64, 64),
             minimap_size_px=(64, 64),
             camera_width_world_units=None,
             discount=1.,
             visualize=False,
             step_mul=None,
             save_replay_episodes=0,
             replay_dir=None,
             game_steps_per_episode=None,
             score_index=None,
             score_multiplier=None):

    if save_replay_episodes and not replay_dir:
      raise ValueError("Missing replay_dir")

    self._map = maps.get(map_name)
    self._discount = discount
    self._step_mul = step_mul or self._map.step_mul
    self._save_replay_episodes = save_replay_episodes
    self._replay_dir = replay_dir
    self._total_steps = 0

    if score_index is None:
      self._score_index = self._map.score_index
    else:
      self._score_index = score_index
    if score_multiplier is None:
      self._score_multiplier = self._map.score_multiplier
    else:
      self._score_multiplier = score_multiplier
    self._last_score = None

    self._episode_length = (game_steps_per_episode or
                            self._map.game_steps_per_episode)
    self._episode_steps = 0

    self._run_config = run_configs.get()
    self._parallel = run_parallel.RunParallel()  # Needed for multiplayer.

    screen_size_px = point.Point(*screen_size_px)
    minimap_size_px = point.Point(*minimap_size_px)
    interface = sc_pb.InterfaceOptions(
        raw=visualize, score=True,
        feature_layer=sc_pb.SpatialCameraSetup(
            width=camera_width_world_units or 24))
    screen_size_px.assign_to(interface.feature_layer.resolution)
    minimap_size_px.assign_to(interface.feature_layer.minimap_resolution)

    self._launch(interface, player_setup)

    game_info = self._controllers[0].game_info()
    static_data = self._controllers[0].data()

    self._features = features.Features(game_info)
    if visualize:
      self._renderer_human = renderer_human.RendererHuman()
      self._renderer_human.init(game_info, static_data)
    else:
      self._renderer_human = None

    self._episode_count = 0
    self._obs = None
    self._state = environment.StepType.LAST  # Want to jump to `reset`.
    logging.info("Environment is ready.")
示例#6
0
def main(unused_argv):
    """Run SC2 to play a game or a replay."""
    stopwatch.sw.enabled = FLAGS.profile or FLAGS.trace
    stopwatch.sw.trace = FLAGS.trace

    if (FLAGS.map and FLAGS.replay) or (not FLAGS.map and not FLAGS.replay):
        sys.exit("Must supply either a map or replay.")

    if FLAGS.replay and not FLAGS.replay.lower().endswith("sc2replay"):
        sys.exit("Replay must end in .SC2Replay.")

    if FLAGS.realtime and FLAGS.replay:
        # TODO(tewalds): Support realtime in replays once the game supports it.
        sys.exit("realtime isn't possible for replays yet.")

    if FLAGS.render and (FLAGS.realtime or FLAGS.full_screen):
        sys.exit("disable pygame rendering if you want realtime or full_screen.")

    if platform.system() == "Linux" and (FLAGS.realtime or FLAGS.full_screen):
        sys.exit("realtime and full_screen only make sense on Windows/MacOS.")

    if not FLAGS.render and FLAGS.render_sync:
        sys.exit("render_sync only makes sense with pygame rendering on.")

    run_config = run_configs.get()

    interface = sc_pb.InterfaceOptions()
    interface.raw = FLAGS.render
    interface.score = True
    interface.feature_layer.width = 24
    interface.feature_layer.resolution.x = FLAGS.screen_resolution
    interface.feature_layer.resolution.y = FLAGS.screen_resolution
    interface.feature_layer.minimap_resolution.x = FLAGS.minimap_resolution
    interface.feature_layer.minimap_resolution.y = FLAGS.minimap_resolution

    max_episode_steps = FLAGS.max_episode_steps

    if FLAGS.map:
        map_inst = maps.get(FLAGS.map)
        if map_inst.game_steps_per_episode:
            max_episode_steps = map_inst.game_steps_per_episode
        create = sc_pb.RequestCreateGame(
            realtime=FLAGS.realtime,
            disable_fog=FLAGS.disable_fog,
            local_map=sc_pb.LocalMap(map_path=map_inst.path,
                                     map_data=map_inst.data(run_config)))
        create.player_setup.add(type=sc_pb.Participant)
        create.player_setup.add(type=sc_pb.Computer,
                                race=sc2_env.races[FLAGS.bot_race],
                                difficulty=sc2_env.difficulties[FLAGS.difficulty])
        join = sc_pb.RequestJoinGame(race=sc2_env.races[FLAGS.user_race],
                                     options=interface)
        game_version = None
    else:
        replay_data = run_config.replay_data(FLAGS.replay)
        start_replay = sc_pb.RequestStartReplay(
            replay_data=replay_data,
            options=interface,
            disable_fog=FLAGS.disable_fog,
            observed_player_id=FLAGS.observed_player)
        game_version = get_game_version(replay_data)

    with run_config.start(game_version=game_version,
                          full_screen=FLAGS.full_screen) as controller:
        if FLAGS.map:
            controller.create_game(create)
            controller.join_game(join)
        else:
            info = controller.replay_info(replay_data)
            print(" Replay info ".center(60, "-"))
            print(info)
            print("-" * 60)
            map_path = FLAGS.map_path or info.local_map_path
            if map_path:
                start_replay.map_data = run_config.map_data(map_path)
            controller.start_replay(start_replay)

        if FLAGS.render:
            renderer = renderer_human.RendererHuman(
                fps=FLAGS.fps, step_mul=FLAGS.step_mul,
                render_sync=FLAGS.render_sync)
            renderer.run(
                run_config, controller, max_game_steps=FLAGS.max_game_steps,
                game_steps_per_episode=max_episode_steps,
                save_replay=FLAGS.save_replay)
        else:  # Still step forward so the Mac/Windows renderer works.
            try:
                while True:
                    frame_start_time = time.time()
                    if not FLAGS.realtime:
                        controller.step(FLAGS.step_mul)
                    obs = controller.observe()

                    if obs.player_result:
                        break
                    time.sleep(max(0, frame_start_time + 1 / FLAGS.fps - time.time()))
            except KeyboardInterrupt:
                pass
            print("Score: ", obs.observation.score.score)
            print("Result: ", obs.player_result)
            if FLAGS.map and FLAGS.save_replay:
                replay_save_loc = run_config.save_replay(
                    controller.save_replay(), "local", FLAGS.map)
                print("Replay saved to:", replay_save_loc)
                # Save scores so we know how the human player did.
                with open(replay_save_loc.replace("SC2Replay", "txt"), "w") as f:
                    f.write("{}\n".format(obs.observation.score.score))

    if FLAGS.profile:
        print(stopwatch.sw)
示例#7
0
def human():
    """Run a host which expects one player to connect remotely."""
    run_config = run_configs.get()

    map_inst = maps.get(FLAGS.map)

    if not FLAGS.rgb_screen_size or not FLAGS.rgb_minimap_size:
        logging.info(
            "Use --rgb_screen_size and --rgb_minimap_size if you want rgb "
            "observations.")

    ports = portspicker.pick_contiguous_unused_ports(4)  # 2 * num_players
    host_proc = run_config.start(extra_ports=ports,
                                 host=FLAGS.host,
                                 timeout_seconds=300,
                                 window_loc=(50, 50))
    client_proc = run_config.start(extra_ports=ports,
                                   host=FLAGS.host,
                                   connect=False,
                                   window_loc=(700, 50))

    create = sc_pb.RequestCreateGame(
        realtime=FLAGS.realtime,
        local_map=sc_pb.LocalMap(map_path=map_inst.path))
    create.player_setup.add(type=sc_pb.Participant)
    create.player_setup.add(type=sc_pb.Participant)

    controller = host_proc.controller
    controller.save_map(map_inst.path, map_inst.data(run_config))
    controller.create_game(create)

    print("-" * 80)
    print("Join host: agent_remote --map %s --host %s --host_port %s "
          "--lan_port %s" %
          (FLAGS.map, FLAGS.host, client_proc.port, ports[0]))
    print("-" * 80)

    join = sc_pb.RequestJoinGame()
    join.shared_port = 0  # unused
    join.server_ports.game_port = ports.pop(0)
    join.server_ports.base_port = ports.pop(0)
    join.client_ports.add(game_port=ports.pop(0), base_port=ports.pop(0))

    join.race = sc2_env.Race[FLAGS.user_race]
    if FLAGS.render:
        join.options.raw = True
        join.options.score = True
        if FLAGS.feature_screen_size and FLAGS.feature_minimap_size:
            fl = join.options.feature_layer
            fl.width = 24
            FLAGS.feature_screen_size.assign_to(fl.resolution)
            FLAGS.feature_minimap_size.assign_to(fl.minimap_resolution)
        if FLAGS.rgb_screen_size and FLAGS.rgb_minimap_size:
            FLAGS.rgb_screen_size.assign_to(join.options.render.resolution)
            FLAGS.rgb_minimap_size.assign_to(
                join.options.render.minimap_resolution)
    controller.join_game(join)

    if FLAGS.render:
        renderer = renderer_human.RendererHuman(fps=FLAGS.fps,
                                                render_feature_grid=False)
        renderer.run(run_configs.get(), controller, max_episodes=1)
    else:  # Still step forward so the Mac/Windows renderer works.
        try:
            while True:
                frame_start_time = time.time()
                if not FLAGS.realtime:
                    controller.step()
                obs = controller.observe()

                if obs.player_result:
                    break
                time.sleep(
                    max(0, frame_start_time - time.time() + 1 / FLAGS.fps))
        except KeyboardInterrupt:
            pass

    for p in [host_proc, client_proc]:
        p.close()

    portspicker.return_ports(ports)
示例#8
0
文件: sc2_env.py 项目: zitounn/pysc2
  def __init__(self,  # pylint: disable=invalid-name
               _only_use_kwargs=None,
               map_name=None,
               screen_size_px=(64, 64),
               minimap_size_px=(64, 64),
               camera_width_world_units=None,
               discount=1.,
               visualize=False,
               agent_race=None,
               bot_race=None,
               difficulty=None,
               step_mul=None,
               save_replay_steps=0,
               replay_dir=None,
               game_steps_per_episode=None,
               score_index=None,
               score_multiplier=None):
    """Create a SC2 Env.

    Args:
      _only_use_kwargs: Don't pass args, only kwargs.
      map_name: Name of a SC2 map. Run bin/map_list to get the full list of
          known maps. Alternatively, pass a Map instance. Take a look at the
          docs in maps/README.md for more information on available maps.
      screen_size_px: The size of your screen output in pixels.
      minimap_size_px: The size of your minimap output in pixels.
      camera_width_world_units: The width of your screen in world units. If your
          screen_size_px=(64, 48) and camera_width is 24, then each px
          represents 24 / 64 = 0.375 world units in each of x and y. It'll then
          represent a camera of size (24, 0.375 * 48) = (24, 18) world units.
      discount: Returned as part of the observation.
      visualize: Whether to pop up a window showing the camera and feature
          layers. This won't work without access to a window manager.
      agent_race: One of P,T,Z,R default random. This is the race you control.
      bot_race: One of P,T,Z,R default random. This is the race controlled by
          the built-in bot.
      difficulty: One of 1-9,A. How strong should the bot be?
      step_mul: How many game steps per agent step (action/observation). None
          means use the map default.
      save_replay_steps: How many game steps to wait before saving a replay.
          Default of 0 means don't save replays.
      replay_dir: Directory to save replays to. Required with save_replay_steps.
      game_steps_per_episode: Game steps per episode, independent of the
          step_mul. 0 means no limit. None means use the map default.
      score_index: -1 means use the win/loss reward, >=0 is the index into the
          score_cumulative with 0 being the curriculum score. None means use
          the map default.
      score_multiplier: How much to multiply the score by. Useful for negating.

    Raises:
      ValueError: if the agent_race, bot_race or difficulty are invalid.
    """
    # Make the destructor happy.
    self._renderer_human = None
    self._controller = None
    self._sc2_proc = None

    if _only_use_kwargs:
      raise ValueError("All arguments must be passed as keyword arguments.")

    if save_replay_steps and not replay_dir:
      raise ValueError("Missing replay_dir")
    if agent_race and agent_race not in races:
      raise ValueError("Bad agent_race args")
    if bot_race and bot_race not in races:
      raise ValueError("Bad bot_race args")
    if difficulty and str(difficulty) not in difficulties:
      raise ValueError("Bad difficulty")
    self._map = maps.get(map_name)
    self._discount = discount
    self._step_mul = step_mul or self._map.step_mul
    self._save_replay_steps = save_replay_steps
    self._replay_dir = replay_dir
    self._total_steps = 0

    if score_index is None:
      self._score_index = self._map.score_index
    else:
      self._score_index = score_index
    if score_multiplier is None:
      self._score_multiplier = self._map.score_multiplier
    else:
      self._score_multiplier = score_multiplier
    self._last_score = None

    self._episode_length = (game_steps_per_episode or
                            self._map.game_steps_per_episode)
    self._episode_steps = 0

    self._run_config = run_configs.get()
    self._sc2_proc = self._run_config.start()
    self._controller = self._sc2_proc.controller

    screen_size_px = point.Point(*screen_size_px)
    minimap_size_px = point.Point(*minimap_size_px)
    interface = sc_pb.InterfaceOptions(
        raw=visualize, score=True,
        feature_layer=sc_pb.SpatialCameraSetup(
            width=camera_width_world_units or 24))
    screen_size_px.assign_to(interface.feature_layer.resolution)
    minimap_size_px.assign_to(interface.feature_layer.minimap_resolution)

    create = sc_pb.RequestCreateGame(local_map=sc_pb.LocalMap(
        map_path=self._map.path, map_data=self._map.data(self._run_config)))
    create.player_setup.add(type=sc_pb.Participant)
    create.player_setup.add(type=sc_pb.Computer,
                            race=races[bot_race or "R"],
                            difficulty=difficulties[difficulty or "1"])
    join = sc_pb.RequestJoinGame(race=races[agent_race or "R"],
                                 options=interface)

    self._controller.create_game(create)
    self._controller.join_game(join)

    game_info = self._controller.game_info()
    static_data = self._controller.data()

    self._features = features.Features(game_info)
    if visualize:
      self._renderer_human = renderer_human.RendererHuman()
      self._renderer_human.init(game_info, static_data)

    self._episode_count = 0
    self._obs = None
    self._state = environment.StepType.LAST  # Want to jump to `reset`.
    logging.info("Environment is ready.")
示例#9
0
def human():
    """Run a host which expects one player to connect remotely."""
    run_config = run_configs.get()

    map_inst = maps.get(FLAGS.map)

    if not FLAGS.rgb_screen_size or not FLAGS.rgb_minimap_size:
        logging.info(
            "Use --rgb_screen_size and --rgb_minimap_size if you want rgb "
            "observations.")

    ports = [FLAGS.config_port + p for p in range(5)]  # tcp + 2 * num_players
    if not all(portpicker.is_port_free(p) for p in ports):
        sys.exit("Need 5 free ports after the config port.")

    proc = None
    ssh_proc = None
    tcp_conn = None
    udp_sock = None
    try:
        proc = run_config.start(extra_ports=ports[1:],
                                timeout_seconds=300,
                                host=FLAGS.host,
                                window_loc=(50, 50))

        tcp_port = ports[0]
        settings = {
            "remote": FLAGS.remote,
            "game_version": proc.version.game_version,
            "realtime": FLAGS.realtime,
            "map_name": map_inst.name,
            "map_path": map_inst.path,
            "map_data": map_inst.data(run_config),
            "ports": {
                "server": {
                    "game": ports[1],
                    "base": ports[2]
                },
                "client": {
                    "game": ports[3],
                    "base": ports[4]
                },
            }
        }

        create = sc_pb.RequestCreateGame(
            realtime=settings["realtime"],
            local_map=sc_pb.LocalMap(map_path=settings["map_path"]))
        create.player_setup.add(type=sc_pb.Participant)
        create.player_setup.add(type=sc_pb.Participant)

        controller = proc.controller
        controller.save_map(settings["map_path"], settings["map_data"])
        controller.create_game(create)

        if FLAGS.remote:
            ssh_proc = lan_sc2_env.forward_ports(
                FLAGS.remote, proc.host, [settings["ports"]["client"]["base"]],
                [tcp_port, settings["ports"]["server"]["base"]])

        print("-" * 80)
        print("Join: play_vs_agent --host %s --config_port %s" %
              (proc.host, tcp_port))
        print("-" * 80)

        tcp_conn = lan_sc2_env.tcp_server(
            lan_sc2_env.Addr(proc.host, tcp_port), settings)

        if FLAGS.remote:
            udp_sock = lan_sc2_env.udp_server(
                lan_sc2_env.Addr(proc.host,
                                 settings["ports"]["client"]["game"]))

            lan_sc2_env.daemon_thread(
                lan_sc2_env.tcp_to_udp,
                (tcp_conn, udp_sock,
                 lan_sc2_env.Addr(proc.host,
                                  settings["ports"]["server"]["game"])))

            lan_sc2_env.daemon_thread(lan_sc2_env.udp_to_tcp,
                                      (udp_sock, tcp_conn))

        join = sc_pb.RequestJoinGame()
        join.shared_port = 0  # unused
        join.server_ports.game_port = settings["ports"]["server"]["game"]
        join.server_ports.base_port = settings["ports"]["server"]["base"]
        join.client_ports.add(game_port=settings["ports"]["client"]["game"],
                              base_port=settings["ports"]["client"]["base"])

        join.race = sc2_env.Race[FLAGS.user_race]
        join.player_name = FLAGS.user_name
        if FLAGS.render:
            join.options.raw = True
            join.options.score = True
            if FLAGS.feature_screen_size and FLAGS.feature_minimap_size:
                fl = join.options.feature_layer
                fl.width = 24
                FLAGS.feature_screen_size.assign_to(fl.resolution)
                FLAGS.feature_minimap_size.assign_to(fl.minimap_resolution)
            if FLAGS.rgb_screen_size and FLAGS.rgb_minimap_size:
                FLAGS.rgb_screen_size.assign_to(join.options.render.resolution)
                FLAGS.rgb_minimap_size.assign_to(
                    join.options.render.minimap_resolution)
        controller.join_game(join)

        if FLAGS.render:
            renderer = renderer_human.RendererHuman(fps=FLAGS.fps,
                                                    render_feature_grid=False)
            renderer.run(run_configs.get(), controller, max_episodes=1)
        else:  # Still step forward so the Mac/Windows renderer works.
            while True:
                frame_start_time = time.time()
                if not FLAGS.realtime:
                    controller.step()
                obs = controller.observe()

                if obs.player_result:
                    break
                time.sleep(
                    max(0, frame_start_time - time.time() + 1 / FLAGS.fps))
    except KeyboardInterrupt:
        pass
    finally:
        if tcp_conn:
            tcp_conn.close()
        if proc:
            proc.close()
        if udp_sock:
            udp_sock.close()
        if ssh_proc:
            ssh_proc.terminate()
            for _ in range(5):
                if ssh_proc.poll() is not None:
                    break
                time.sleep(1)
            if ssh_proc.poll() is None:
                ssh_proc.kill()
                ssh_proc.wait()
示例#10
0
    def __init__(
            self,  # pylint: disable=invalid-name
            _only_use_kwargs=None,
            map_name=None,
            players=None,
            agent_race=None,  # deprecated
            bot_race=None,  # deprecated
            difficulty=None,  # deprecated
            screen_size_px=None,  # deprecated
            minimap_size_px=None,  # deprecated
            feature_screen_size=None,
            feature_screen_width=None,
            feature_screen_height=None,
            feature_minimap_size=None,
            feature_minimap_width=None,
            feature_minimap_height=None,
            rgb_screen_size=None,
            rgb_screen_width=None,
            rgb_screen_height=None,
            rgb_minimap_size=None,
            rgb_minimap_width=None,
            rgb_minimap_height=None,
            action_space=None,
            camera_width_world_units=None,
            discount=1.,
            visualize=False,
            step_mul=None,
            save_replay_episodes=0,
            replay_dir=None,
            game_steps_per_episode=None,
            score_index=None,
            score_multiplier=None,
            use_feature_units=False,
            random_seed=None):
        """Create a SC2 Env.

    You must pass a resolution that you want to play at. You can send either
    feature layer resolution or rgb resolution or both. If you send both you
    must also choose which to use as your action space. Regardless of which you
    choose you must send both the screen and minimap resolutions.

    For each of the 4 resolutions, either specify size or both width and
    height. If you specify size then both width and height will take that value.

    Args:
      _only_use_kwargs: Don't pass args, only kwargs.
      map_name: Name of a SC2 map. Run bin/map_list to get the full list of
          known maps. Alternatively, pass a Map instance. Take a look at the
          docs in maps/README.md for more information on available maps.
      players: A list of Agent and Bot instances that specify who will play.
      agent_race: Deprecated. Use players instead.
      bot_race: Deprecated. Use players instead.
      difficulty: Deprecated. Use players instead.
      screen_size_px: Deprecated. Use feature_screen_... instead.
      minimap_size_px: Deprecated. Use feature_minimap_... instead.
      feature_screen_size: Sets feature_screen_width and feature_screen_width.
      feature_screen_width: The width of the feature layer screen observation.
      feature_screen_height: The height of the feature layer screen observation.
      feature_minimap_size: Sets feature_minimap_width and
          feature_minimap_height.
      feature_minimap_width: The width of the feature layer minimap observation.
      feature_minimap_height: The height of the feature layer minimap
          observation.
      rgb_screen_size: Sets rgb_screen_width and rgb_screen_height.
      rgb_screen_width: The width of the rgb screen observation.
      rgb_screen_height: The height of the rgb screen observation.
      rgb_minimap_size: Sets rgb_minimap_width and rgb_minimap_height.
      rgb_minimap_width: The width of the rgb minimap observation.
      rgb_minimap_height: The height of the rgb minimap observation.
      action_space: If you pass both feature and rgb sizes, then you must also
          specify which you want to use for your actions as an ActionSpace enum.
      camera_width_world_units: The width of your screen in world units. If your
          feature_screen=(64, 48) and camera_width is 24, then each px
          represents 24 / 64 = 0.375 world units in each of x and y. It'll then
          represent a camera of size (24, 0.375 * 48) = (24, 18) world units.
      discount: Returned as part of the observation.
      visualize: Whether to pop up a window showing the camera and feature
          layers. This won't work without access to a window manager.
      step_mul: How many game steps per agent step (action/observation). None
          means use the map default.
      save_replay_episodes: Save a replay after this many episodes. Default of 0
          means don't save replays.
      replay_dir: Directory to save replays. Required with save_replay_episodes.
      game_steps_per_episode: Game steps per episode, independent of the
          step_mul. 0 means no limit. None means use the map default.
      score_index: -1 means use the win/loss reward, >=0 is the index into the
          score_cumulative with 0 being the curriculum score. None means use
          the map default.
      score_multiplier: How much to multiply the score by. Useful for negating.
      use_feature_units: Whether to include feature unit data in observations.
      random_seed: Random number seed to use when initializing the game. This
          lets you run repeatable games/tests.

    Raises:
      ValueError: if the agent_race, bot_race or difficulty are invalid.
      ValueError: if too many players are requested for a map.
      ValueError: if the resolutions aren't specified correctly.
      DeprecationWarning: if screen_size_px or minimap_size_px are sent.
      DeprecationWarning: if agent_race, bot_race or difficulty are sent.
    """
        if _only_use_kwargs:
            raise ValueError(
                "All arguments must be passed as keyword arguments.")

        if screen_size_px or minimap_size_px:
            raise DeprecationWarning(
                "screen_size_px and minimap_size_px are deprecated. Use the feature "
                "or rgb variants instead. Make sure to check your observations too "
                "since they also switched from screen/minimap to feature and rgb "
                "variants.")

        if agent_race or bot_race or difficulty:
            raise DeprecationWarning(
                "Explicit agent and bot races are deprecated. Pass an array of "
                "sc2_env.Bot and sc2_env.Agent instances instead.")

        if not players:
            players = [
                Agent(Race.random),
                Bot(Race.random, Difficulty.very_easy)
            ]

        for p in players:
            if not isinstance(p, (Agent, Bot)):
                raise ValueError(
                    "Expected players to be of type Agent or Bot. Got: %s." %
                    p)

        self._num_players = sum(1 for p in players if isinstance(p, Agent))
        self._players = players

        if not 1 <= len(players) <= 2 or not 1 <= self._num_players <= 2:
            raise ValueError("Only 1 or 2 players is supported at the moment.")

        feature_screen_px = features.point_from_size_width_height(
            feature_screen_size, feature_screen_width, feature_screen_height)
        feature_minimap_px = features.point_from_size_width_height(
            feature_minimap_size, feature_minimap_width,
            feature_minimap_height)
        rgb_screen_px = features.point_from_size_width_height(
            rgb_screen_size, rgb_screen_width, rgb_screen_height)
        rgb_minimap_px = features.point_from_size_width_height(
            rgb_minimap_size, rgb_minimap_width, rgb_minimap_height)

        if bool(feature_screen_px) != bool(feature_minimap_px):
            raise ValueError("Must set all the feature layer sizes.")
        if bool(rgb_screen_px) != bool(rgb_minimap_px):
            raise ValueError("Must set all the rgb sizes.")
        if not feature_screen_px and not rgb_screen_px:
            raise ValueError("Must set either the feature layer or rgb sizes.")

        if rgb_screen_px and (rgb_screen_px.x < rgb_minimap_px.x
                              or rgb_screen_px.y < rgb_minimap_px.y):
            raise ValueError(
                "Screen (%s) can't be smaller than the minimap (%s)." %
                (rgb_screen_px, rgb_minimap_px))

        if feature_screen_px and rgb_screen_px and not action_space:
            raise ValueError(
                "You must specify the action space if you have both observations."
            )

        if save_replay_episodes and not replay_dir:
            raise ValueError("Missing replay_dir")

        self._map = maps.get(map_name)

        if self._map.players and self._num_players > self._map.players:
            raise ValueError(
                "Map only supports %s players, but trying to join with %s" %
                (self._map.players, self._num_players))

        self._discount = discount
        self._step_mul = step_mul or self._map.step_mul
        self._save_replay_episodes = save_replay_episodes
        self._replay_dir = replay_dir
        self._total_steps = 0
        self._random_seed = random_seed

        if score_index is None:
            self._score_index = self._map.score_index
        else:
            self._score_index = score_index
        if score_multiplier is None:
            self._score_multiplier = self._map.score_multiplier
        else:
            self._score_multiplier = score_multiplier
        self._last_score = None

        self._episode_length = game_steps_per_episode
        if self._episode_length is None:
            self._episode_length = self._map.game_steps_per_episode
        self._episode_steps = 0

        self._run_config = run_configs.get()
        self._parallel = run_parallel.RunParallel()  # Needed for multiplayer.

        interface = sc_pb.InterfaceOptions(raw=(visualize
                                                or use_feature_units),
                                           score=True)
        if feature_screen_px:
            interface.feature_layer.width = camera_width_world_units or 24
            feature_screen_px.assign_to(interface.feature_layer.resolution)
            feature_minimap_px.assign_to(
                interface.feature_layer.minimap_resolution)
        if rgb_screen_px:
            rgb_screen_px.assign_to(interface.render.resolution)
            rgb_minimap_px.assign_to(interface.render.minimap_resolution)

        if self._num_players == 1:
            self._launch_sp(interface)
        else:
            self._launch_mp(interface)

        game_info = self._controllers[0].game_info()
        static_data = self._controllers[0].data()

        if game_info.options.render != interface.render:
            logging.warning(
                "Actual interface options don't match requested options:\n"
                "Requested:\n%s\n\nActual:\n%s", interface, game_info.options)

        self._features = features.Features(game_info=game_info,
                                           action_space=action_space,
                                           use_feature_units=use_feature_units)
        if visualize:
            self._renderer_human = renderer_human.RendererHuman()
            self._renderer_human.init(game_info, static_data)
        else:
            self._renderer_human = None

        self._episode_count = 0
        self._obs = None
        self._state = environment.StepType.LAST  # Want to jump to `reset`.
        logging.info("Environment is ready.")
示例#11
0
文件: play.py 项目: Hotpotfish/pysc2
def main(unused_argv):
  """Run SC2 to play a game or a replay."""
  if FLAGS.trace:
    stopwatch.sw.trace()
  elif FLAGS.profile:
    stopwatch.sw.enable()

  if (FLAGS.map and FLAGS.replay) or (not FLAGS.map and not FLAGS.replay):
    sys.exit("Must supply either a map or replay.")

  if FLAGS.replay and not FLAGS.replay.lower().endswith("sc2replay"):
    sys.exit("Replay must end in .SC2Replay.")

  if FLAGS.realtime and FLAGS.replay:
    # TODO(tewalds): Support realtime in replays once the game supports it.
    sys.exit("realtime isn't possible for replays yet.")

  if FLAGS.render and (FLAGS.realtime or FLAGS.full_screen):
    sys.exit("disable pygame rendering if you want realtime or full_screen.")

  if platform.system() == "Linux" and (FLAGS.realtime or FLAGS.full_screen):
    sys.exit("realtime and full_screen only make sense on Windows/MacOS.")

  if not FLAGS.render and FLAGS.render_sync:
    sys.exit("render_sync only makes sense with pygame rendering on.")

  run_config = run_configs.get()

  interface = sc_pb.InterfaceOptions()
  interface.raw = FLAGS.render
  interface.raw_affects_selection = True
  interface.raw_crop_to_playable_area = True
  interface.score = True
  interface.show_cloaked = True
  interface.show_burrowed_shadows = True
  interface.show_placeholders = True
  if FLAGS.feature_screen_size and FLAGS.feature_minimap_size:
    interface.feature_layer.width = FLAGS.feature_camera_width
    FLAGS.feature_screen_size.assign_to(interface.feature_layer.resolution)
    FLAGS.feature_minimap_size.assign_to(
        interface.feature_layer.minimap_resolution)
    interface.feature_layer.crop_to_playable_area = True
    interface.feature_layer.allow_cheating_layers = True
  if FLAGS.render and FLAGS.rgb_screen_size and FLAGS.rgb_minimap_size:
    FLAGS.rgb_screen_size.assign_to(interface.render.resolution)
    FLAGS.rgb_minimap_size.assign_to(interface.render.minimap_resolution)

  max_episode_steps = FLAGS.max_episode_steps

  if FLAGS.map:
    create = sc_pb.RequestCreateGame(
        realtime=FLAGS.realtime,
        disable_fog=FLAGS.disable_fog)
    try:
      map_inst = maps.get(FLAGS.map)
    except maps.lib.NoMapError:
      if FLAGS.battle_net_map:
        create.battlenet_map_name = FLAGS.map
      else:
        raise
    else:
      if map_inst.game_steps_per_episode:
        max_episode_steps = map_inst.game_steps_per_episode
      if FLAGS.battle_net_map:
        create.battlenet_map_name = map_inst.battle_net
      else:
        create.local_map.map_path = map_inst.path
        create.local_map.map_data = map_inst.data(run_config)

    create.player_setup.add(type=sc_pb.Participant)
    create.player_setup.add(type=sc_pb.Computer,
                            race=sc2_env.Race[FLAGS.bot_race],
                            difficulty=sc2_env.Difficulty[FLAGS.difficulty],
                            ai_build=sc2_env.BotBuild[FLAGS.bot_build])
    join = sc_pb.RequestJoinGame(
        options=interface, race=sc2_env.Race[FLAGS.user_race],
        player_name=FLAGS.user_name)
    version = None
  else:
    replay_data = run_config.replay_data(FLAGS.replay)
    start_replay = sc_pb.RequestStartReplay(
        replay_data=replay_data,
        options=interface,
        disable_fog=FLAGS.disable_fog,
        observed_player_id=FLAGS.observed_player)
    version = replay.get_replay_version(replay_data)
    run_config = run_configs.get(version=version)  # Replace the run config.

  with run_config.start(
      full_screen=FLAGS.full_screen,
      window_size=FLAGS.window_size,
      want_rgb=interface.HasField("render")) as controller:
    if FLAGS.map:
      controller.create_game(create)
      controller.join_game(join)
    else:
      info = controller.replay_info(replay_data)
      print(" Replay info ".center(60, "-"))
      print(info)
      print("-" * 60)
      map_path = FLAGS.map_path or info.local_map_path
      if map_path:
        start_replay.map_data = run_config.map_data(map_path,
                                                    len(info.player_info))
      controller.start_replay(start_replay)

    if FLAGS.render:
      renderer = renderer_human.RendererHuman(
          fps=FLAGS.fps, step_mul=FLAGS.step_mul,
          render_sync=FLAGS.render_sync, video=FLAGS.video)
      renderer.run(
          run_config, controller, max_game_steps=FLAGS.max_game_steps,
          game_steps_per_episode=max_episode_steps,
          save_replay=FLAGS.save_replay)
    else:  # Still step forward so the Mac/Windows renderer works.
      try:
        while True:
          frame_start_time = time.time()
          if not FLAGS.realtime:
            controller.step(FLAGS.step_mul)
          obs = controller.observe()

          if obs.player_result:
            break
          time.sleep(max(0, frame_start_time + 1 / FLAGS.fps - time.time()))
      except KeyboardInterrupt:
        pass
      print("Score: ", obs.observation.score.score)
      print("Result: ", obs.player_result)
      if FLAGS.map and FLAGS.save_replay:
        replay_save_loc = run_config.save_replay(
            controller.save_replay(), "local", FLAGS.map)
        print("Replay saved to:", replay_save_loc)
        # Save scores so we know how the human player did.
        with open(replay_save_loc.replace("SC2Replay", "txt"), "w") as f:
          f.write("{}\n".format(obs.observation.score.score))

  if FLAGS.profile:
    print(stopwatch.sw)