示例#1
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    def _get_sensor_array_template(self):
        """create the template for the sensor array
        """
        logg = getMyLogger(f"c.{__class__.__name__}._get_sensor_array_template")
        logg.debug(f"Start _get_sensor_array_template")

        # create a grid
        #  self.viewfield_size = 101
        self.viewfield_size = 301
        self.viewfield_step = 10
        #  self.viewfield_step = 25
        #  self.viewfield_step = 33
        sat = []
        for i in range(0, self.viewfield_size, self.viewfield_step):
            for j in range(0, self.viewfield_size, self.viewfield_step):
                sat.append((i, j))
        sat = np.array(sat).transpose()
        logg.debug(f"shape sensor_array_template {sat.shape}")

        # rotate the array so that is a diamond
        rot_mat = compute_rot_matrix(-45)
        sat = np.matmul(rot_mat, sat)
        #  logg.debug(f"sat {sat}")
        logg.debug(f"shape sensor_array_template {sat.shape}")

        return sat
示例#2
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    def _draw_sensor_array(self, obs=None):
        """draw the sensor_array on a Surface
        """
        logg = getMyLogger(f"c.{__class__.__name__}._draw_sensor_array")
        logg.debug(f"Start _draw_sensor_array")

        # create the new surface for the sensor_array
        self.sa_surf = pygame.Surface(self.field_size)
        #  self.sa_surf = self.sa_surf.convert()
        black = (0, 0, 0)
        self.sa_surf.fill(black)
        # black colors will not be blit
        self.sa_surf.set_colorkey(black)

        the_color = (0, 255, 0, 128)
        the_second_color = (0, 0, 255, 128)
        color = the_color
        the_size = 3
        for i, s_pos in enumerate(self.curr_sa):
            if not obs is None:
                if obs[i] == 1:
                    color = the_second_color
                else:
                    color = the_color
            pygame.draw.circle(self.sa_surf, color, s_pos, the_size)
示例#3
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    def _compute_reward(self):
        """
        """
        logg = getMyLogger(f"c.{__class__.__name__}._compute_reward")
        logg.debug(f"Start _compute_reward")

        # compute collision car/road
        hits = spritecollide(self.racer_car, self.racer_map, dokill=False)
        logg.debug(f"hitting {hits}")
        hit_directions = []
        hit_sid = []
        for segment in hits:
            logg.debug(f"hit segment with id {segment.sid}")
            hit_directions.append(self.racer_map.seg_info[segment.sid][0])
            hit_sid.append(segment.sid)

        # out of the map
        if len(hit_directions) == 0:
            return 0, True
        # too many hits, your road is weird, cap them at 2 segments
        elif len(hit_directions) > 2:
            logg.warn(f"Too many segments hit")
            hit_directions = hit_directions[:2]
            hit_sid = hit_sid[:2]

        # now hit_directions is either 1 or 2 elements long
        if len(hit_directions) == 1:
            mean_direction = hit_directions[0]
        else:
            # 135   90  45    140   95  50    130   85  40
            # 180       0     185       5     175       -5
            # 225   270 315   230   275 320   220   265 310
            # 270, 0 have mean 315 = (270+0+360)/2
            # 270, 180 have mean 225 = (270+180)/2
            # 0, 90 have mean 45 = (0+90)/2
            if abs(hit_directions[0] - hit_directions[1]) > 180:
                mean_direction = (sum(hit_directions) + 360) / 2
                if mean_direction >= 360:
                    mean_direction -= 360
            else:
                mean_direction = sum(hit_directions) / 2
        logg.debug(f"mean_direction {mean_direction}")

        error = self.racer_car.direction - mean_direction
        logg.debug(f"direction-mean {error}")
        #  error %= 360
        if error < 0:
            error += 360
        logg.debug(f"modulus {error}")
        if error > 180:
            error = 360 - error
        logg.debug(
            f"current direction {self.racer_car.direction} has error of {error:.4f}"
        )

        reward = 90 - error
        # MAYBE a sigmoid-like shape
        return reward, False
示例#4
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def run_racer_new(args):
    """
    """
    logg = getMyLogger(f"c.{__name__}.run_racer_new")
    logg.debug(f"Start run_racer_new")

    template_images = args.template_images
    fps = args.fps

    # clock for interactive play
    clock = pygame.time.Clock()

    field_wid = 900
    field_hei = 900

    racer_env = RacerEnv(field_wid, field_hei, template_images)

    # Main Loop
    going = True
    while going:
        clock.tick(fps)
        logg.debug(f"    New frame")

        # Handle Input Events
        # https://stackoverflow.com/a/22099654
        for event in pygame.event.get():
            logg.debug(f"Handling event {event}")
            if event.type == pygame.QUIT:
                going = False
            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    going = False
            logg.debug(f"Done handling")

        keys = pygame.key.get_pressed()
        if keys[pygame.K_d]:
            racer_env.step("right")
        elif keys[pygame.K_a]:
            racer_env.step("left")
        elif keys[pygame.K_w]:
            racer_env.step("up")
        elif keys[pygame.K_x]:
            racer_env.step("down")
        elif keys[pygame.K_q]:
            racer_env.step("upleft")
        elif keys[pygame.K_e]:
            racer_env.step("upright")
        elif keys[pygame.K_z]:
            racer_env.step("downleft")
        elif keys[pygame.K_c]:
            racer_env.step("downright")
        else:
            racer_env.step("nop")
示例#5
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    def rotate_image(self, direction):
        """Rotate the image segment
        """
        logg = getMyLogger(f"c.{__name__}.__init__", "INFO")

        #  self.image = rotate(self.orig_image, 360 - direction)
        self.image = rotate(self.orig_image, direction)
        self.rect = self.image.get_rect(center=(self.cx, self.cy))

        logg.debug(
            f"lefttop {self.rect.topleft} rightbottom {self.rect.bottomright}")
        logg.debug(f"width {self.rect.width} height {self.rect.height}")
示例#6
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    def __init__(self, field_wid, field_hei, template_images):
        logg = getMyLogger(f"c.{__class__.__name__}.__init__")
        logg.debug(f"Start init")

        self.template_images = template_images

        self.field_wid = field_wid
        self.field_hei = field_hei
        self.field_size = (self.field_wid, self.field_hei)

        self.sidebar_wid = 300
        self.sidebar_hei = self.field_hei
        self.sidebar_size = (self.sidebar_wid, self.sidebar_hei)

        self.total_wid = self.sidebar_wid + self.field_wid
        self.total_hei = self.field_hei
        self.total_size = (self.total_wid, self.total_hei)

        pygame.init()
        self.screen = pygame.display.set_mode(self.total_size)
        pygame.display.set_caption("Racer")

        # Create The playing field
        self.field = pygame.Surface(self.field_size)
        # convert() changes the pixel format
        # https://www.pygame.org/docs/ref/surface.html#pygame.Surface.convert
        self.field = self.field.convert()
        #  self.field.fill((250, 250, 250))
        self.field.fill((0, 0, 0))

        # draw the field on the screen
        self.screen.blit(self.field, (0, 0))

        # Put Text On The field, Centered
        if not pygame.font:
            logg.critical("You need fonts to put text on the screen")

        # create a new Font object (from a file if you want)
        self.main_font = pygame.font.Font(None, 36)

        self.setup_sidebar()

        self.racer_car = RacerCar(self.template_images, 100, 100)

        self.racer_map = RacerMap(self.template_images, self.field_wid,
                                  self.field_hei)
        # draw map on the field, it is static, so there is no need to redraw it every time
        self.racer_map.draw(self.field)

        self.allsprites = pygame.sprite.RenderPlain((self.racer_car))
示例#7
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    def _precompute_map(self):
        """turn the map into a np array
        """
        logg = getMyLogger(f"c.{__name__}._precompute_map", "DEBUG")
        logg.debug(f"Start _precompute_map")

        self.raw_map = np.zeros((self.field_wid, self.field_hei),
                                dtype=np.uint8)
        for i in self.segments:
            rect = self.segments[i].rect
            logg.debug(f"rect {rect}")
            logg.debug(
                f" left {rect.left} right {rect.right} top {rect.top} bottom {rect.bottom} "
            )
            self.raw_map[rect.left:rect.right, rect.top:rect.bottom] = 1
示例#8
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    def _create_car_sensors(self):
        """create the array of sensors, and rotate it for all possible directions
        """
        logg = getMyLogger(f"c.{__class__.__name__}._create_car_sensors")
        logg.debug(f"Start _create_car_sensors")

        sensor_array_template = self._get_sensor_array_template()
        #  return sensor_array_template

        self.all_sensor_array = {}
        for dire in range(0, 360, self.dir_step):
            rot_mat = compute_rot_matrix(360-dire)
            rotated_sa = np.matmul(rot_mat, sensor_array_template)
            #  self.all_sensor_array[dire] = rotated_sa.transpose()
            int_sa = np.array(rotated_sa, dtype=np.int16)
            self.all_sensor_array[dire] = int_sa.transpose()
示例#9
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    def __init__(self, out_file_road, direction, cx, cy, sid):
        logg = getMyLogger(f"c.{__name__}.__init__", "INFO")
        logg.debug(f"Start init")
        super().__init__()

        self.out_file_road = out_file_road
        self.orig_image, self.rect = load_image(self.out_file_road)

        self.direction = direction
        self.cx = cx
        self.cy = cy

        # save a segment id
        self.sid = sid

        self.rotate_image(self.direction)
示例#10
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    def get_screen(self):
        """a square with the car in the corner, looking to the diagonal
        """
        logg = getMyLogger(f"c.{__class__.__name__}.get_screen")
        logg.debug(f"Start get_screen")

        self.viewfield_size = 100
        pos_car = self.racer_car.pos_x, self.racer_car.pos_y
        vf_cos = cos(
            radians(360 - self.racer_car.direction - 45)) * self.viewfield_size
        vf_sin = sin(
            radians(360 - self.racer_car.direction - 45)) * self.viewfield_size

        # positions of the corners of the viewfield
        pos_left = int(pos_car[0] + vf_cos), int(pos_car[1] + vf_sin)
        pos_right = int(pos_car[0] - vf_sin), int(pos_car[1] + vf_cos)
        pos_front = int(pos_car[0] + vf_cos - vf_sin), int(pos_car[1] +
                                                           vf_cos + vf_sin)
示例#11
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    def _update_display(self):
        """draw everything
        """
        logg = getMyLogger(f"c.{__class__.__name__}._update_display")
        logg.debug(f"Start _update_display")

        # Draw Everything again, every frame
        # the field already has the road drawn
        self.screen.blit(self.field, (0, 0))

        # draw all moving sprites (the car) on the screen
        self.allsprites.draw(self.screen)
        # if you draw on the field you can easily leave a track
        #  allsprites.draw(field)

        # draw the sensor surface
        self.screen.blit(self.sa_surf, (0, 0))

        # update the display
        pygame.display.flip()
示例#12
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    def _create_road_segment(self):
        """Create the bmp for a road segment
        """
        logg = getMyLogger(f"c.{__name__}._create_road_segment")

        self.size = 350, 150
        #  img1 = Image.new("RGBA", self.size, "grey")
        img1 = Image.new("RGBA", self.size, (128, 128, 128, 128))
        draw = ImageDraw.Draw(img1)
        line_wid = 2
        mid_hei = self.size[1] // 2
        draw.rectangle(
            ((0, mid_hei - line_wid), (self.size[0], mid_hei + line_wid)),
            fill="lightgrey",
        )
        draw.rectangle(
            ((self.size[0] - line_wid * 2, 0), (self.size[0], self.size[1])),
            fill="lightgrey",
        )

        img1.save(self.out_file_road, "bmp")
示例#13
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    def step(self, action):
        """Perform the action

        left-rigth: change steering
        up-down: accelerate/brake
        combination of the above
        do nothing
 
        ----------
        This method steps the game forward one step
        Parameters
        ----------
        action : str
            MAYBE should be int anyway
        Returns
        -------
        ob, reward, episode_over, info : tuple
            ob (object) :
                an environment-specific object representing the
                state of the environment.
            reward (float) :
                amount of reward achieved by the previous action.
            episode_over (bool) :
                whether it's time to reset the environment again.
            info (dict) :
                diagnostic information useful for debugging.
        """
        logg = getMyLogger(f"c.{__class__.__name__}.step")
        logg.debug(f"Start step {action}")

        self.racer_car.step(action)

        reward, done = self._compute_reward()

        #  view = self.get_sensors()
        view = self._get_sensor_array()

        self._update_display()
示例#14
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    def __init__(self, template_images, field_wid, field_hei):
        logg = getMyLogger(f"c.{__name__}.__init__", "INFO")
        logg.debug(f"Start init")
        super().__init__()

        self.field_wid = field_wid
        self.field_hei = field_hei
        self.template_images = template_images

        name_road_image = "road.bmp"
        self.out_file_road = self.template_images.format(name_road_image)
        self._create_road_segment()

        #  self.orig_image, self.rect = load_image(self.out_file_road)

        # direction, centerx, centery
        self.seg_info = [
            [0, 200, 100],
            [270, 450, 200],
            [0, 550, 450],
            [270, 800, 550],
            [180, 700, 800],
            [180, 350, 800],
            [90, 100, 700],
            [90, 100, 350],
        ]
        self.segments = {}
        self.num_segments = len(self.seg_info)

        # create the various segments
        for i in range(self.num_segments):
            #  self.seg_img[i], self.seg_rect[i] = Segment(self.out_file_road)
            direction, cx, cy = self.seg_info[i]
            self.segments[i] = Segment(self.out_file_road, direction, cx, cy,
                                       i)
            self.add(self.segments[i])

        self._precompute_map()
示例#15
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    def _get_sensor_array(self):
        """get the sa for the current direction and collide it with the road
        """
        logg = getMyLogger(f"c.{__class__.__name__}._get_sensor_array")
        logg.debug(f"Start _get_sensor_array")

        # get the current sensor_array to use
        self.curr_sa = self.racer_car.get_current_sensor_array()
        logg.debug(f"shape curr_sa {self.curr_sa.shape}")

        obs = []
        for s_pos in self.curr_sa:
            #  logg.debug(f"s_pos {s_pos}")
            if (s_pos[0] < 0 or s_pos[0] >= self.field_wid or s_pos[1] < 0
                    or s_pos[1] >= self.field_hei):
                obs.append(0)
            else:
                obs.append(self.racer_map.raw_map[s_pos[0], s_pos[1]])
        #  logg.debug(f"obs {obs}")

        # draw the array on the sa_surf
        self._draw_sensor_array(obs)

        return obs
示例#16
0
文件: webapp.py 项目: cxcxcxcx/w-app
# Licensed under the terms of the BSD 3-Clause.

import json
import gtk
import shutil
import sys
import os
import urllib2
import uuid

from mainwindow import MainWindow

import tray
import utils
from utils import getMyLogger
logger = getMyLogger("webapp")


def loadClass(confList, default):
    if confList is None:
        return default

    try:
        modName, clsName = confList
        return getattr(__import__(modName), clsName)
    except:
        logger.error("Cannot load specified module or class")
        raise


class WebApp():