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game.py
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# Import and initialize the pygame library
import pygame
import gym
import math
from gym import spaces
import numpy as np
from sprites import *
from settings import GameOptions
import time
# Import pygame.locals for easier access to key coordinates
# Updated to conform to flake8 and black standards
from pygame.locals import (
K_UP,
K_DOWN,
K_LEFT,
K_RIGHT,
K_ESCAPE,
KEYDOWN,
QUIT,
)
class Game(gym.Env):
metadata = {'render.modes': ['human', 'rgb_array'], "default_render_fps": 60}
FIRE_TURRET = pygame.USEREVENT + 1
def __init__(self, render_mode=None, render_fps=None, options=None) -> None:
pygame.init()
if options is None:
self.options = GameOptions()
else:
self.options = options
# Set up the drawing window
if render_mode == "human":
self.screen = pygame.display.set_mode([self.options.width, self.options.height])
self.font = pygame.font.SysFont(None, 24)
self.action_space = spaces.MultiDiscrete([2, 3])
# define observation space
N_COORD = 4
W = self.options.width
H = self.options.height
single_obs_size = N_COORD
single_high_obs = np.array([W,H] * (N_COORD//2))
single_low_obs = np.array([0] * (N_COORD))
turrets_obs_size = self.options.n_turrets * N_COORD
turrets_high_obs = np.array([W,H] * (turrets_obs_size//2))
turrets_low_obs = np.array([0] * (turrets_obs_size))
obstacles_obs_size = self.options.n_obstacles * N_COORD
obstacles_high_obs = np.array([W,H] * (obstacles_obs_size//2))
obstacles_low_obs = np.array([0] * (obstacles_obs_size))
proj_obs_size = self.options.n_turrets * self.options.max_projectiles_per_turret * N_COORD
proj_high_obs = np.array([W,H] * (proj_obs_size//2))
proj_low_obs = np.array([0] * (proj_obs_size))
# create observation space as a dict. If flatenned, names are used to determine alphabetical order.
self.observation_space = spaces.Dict({
"a.player" : spaces.Box(low=single_low_obs, high=single_high_obs, shape=(single_obs_size,), dtype=np.int32),
"b.gate" : spaces.Box(low=single_low_obs, high=single_high_obs, shape=(single_obs_size,), dtype=np.int32),
"c.obstacles" : spaces.Box(low=obstacles_low_obs, high=obstacles_high_obs, shape=(obstacles_obs_size,), dtype=np.int32),
"d.turrets" : spaces.Box(low=turrets_low_obs, high=turrets_high_obs, shape=(turrets_obs_size,), dtype=np.int32),
"e.projectiles" : spaces.Box(low=proj_low_obs, high=proj_high_obs, shape=(proj_obs_size,), dtype=np.int32),
# "z.step" : spaces.Box(low=0, high=self.options.max_steps, shape=(1,), dtype=np.int32)
})
assert render_mode is None or render_mode in Game.metadata["render.modes"]
self.render_fps = render_fps if render_fps else Game.metadata["default_render_fps"]
self.render_mode = render_mode
def reset(self, seed=None, options=None):
super().reset(seed=seed)
self.all_sprites = pygame.sprite.Group()
self.player = Player(self.options, [])
self.all_sprites.add(self.player)
self.gate = Gate(self.options, self.all_sprites)
self.all_sprites.add(self.gate)
self.turrets = pygame.sprite.Group()
self.obstacles = pygame.sprite.Group()
self.turrets_and_obstacles = pygame.sprite.Group()
if self.options.instantiate_turrets:
for _ in range(self.options.n_turrets):
t = Turret(self.options, self.all_sprites)
self.turrets.add(t)
self.all_sprites.add(t)
if self.options.instantiate_obstacles:
for _ in range(self.options.n_obstacles):
o = Obstacle(self.options, self.all_sprites)
self.obstacles.add(o)
self.all_sprites.add(o)
self.turrets_and_obstacles.add(self.turrets)
self.turrets_and_obstacles.add(self.obstacles)
self.all_projectiles = pygame.sprite.Group()
self.prev_distance_to_gate = self._player_distance_to_gate()
self.min_steps = int(self._player_distance_to_gate() / self.player.speed)
self.clock = pygame.time.Clock()
self.running = True
self.step_count = 0
self.score = 0
self.reward = 0
self.is_success = False
obs = self._get_obs()
info = self._get_info()
return obs, info
def _player_distance_to_gate(self):
return np.linalg.norm(np.array(self.player.rect.center) - np.array(self.gate.rect.center))
def _normalized_player_distance_to_gate(self):
distance = self._player_distance_to_gate()
return distance / (math.sqrt(self.options.width**2 + self.options.height**2))
def _get_info(self):
return {"score": self.score, 'is_success': self.is_success}
def _get_obs(self):
# for each object return top left and bottom right coordinates
return {
"a.player" : np.asarray([self.player.rect.left, self.player.rect.top, self.player.rect.right, self.player.rect.bottom], dtype=np.int32).flatten(),
"b.gate" : np.asarray([self.gate.rect.left, self.gate.rect.top, self.gate.rect.right, self.gate.rect.bottom], dtype=np.int32).flatten(),
"c.obstacles" : self._get_obstacles_obs(),
"d.turrets" : self._get_turrets_obs(),
"e.projectiles" : self._get_projectiles_obs(),
# "z.step" : np.asarray([self.step_count+1], dtype=np.int32)
}
def _get_turrets_obs(self):
# function that returns top left and bottom right coordinates of all turrets
# If less than N_TURRETS, then fill with zeros
turrets = []
for turret in self.turrets:
turrets.append(turret)
for _ in range(self.options.n_turrets - len(turrets)):
turrets.append(Turret(self.options,[], dummy=True))
return np.asarray([[turret.rect.left, turret.rect.top, turret.rect.right, turret.rect.bottom] for turret in turrets], dtype=np.int32).flatten()
def _get_obstacles_obs(self):
# function that returns top left and bottom right coordinates of all obstacles
# If less than N_OBSTACLES, then fill with zeros
obstacles = []
for obstacle in self.obstacles:
obstacles.append(obstacle)
for _ in range(self.options.n_obstacles - len(obstacles)):
obstacles.append(Obstacle(self.options,[], dummy=True))
return np.asarray([[obstacle.rect.left, obstacle.rect.top, obstacle.rect.right, obstacle.rect.bottom] for obstacle in obstacles], dtype=np.int32).flatten()
# function that returns top left and bottom right coordinates of all projectiles
# If less than MAX_PROJECTILES_PER_TURRET * N_TURRETS, then fill with zeros
def _get_projectiles_obs(self):
projectiles = []
for projectile in self.all_projectiles:
projectiles.append(projectile)
for _ in range(self.options.max_projectiles_per_turret * self.options.n_turrets - len(projectiles)):
projectiles.append(Projectile(0,0, self.options, dummy=True))
return np.asarray([[projectile.rect.top, projectile.rect.left, projectile.rect.bottom, projectile.rect.right] for projectile in projectiles], dtype=np.int32).flatten()
def get_actions_from_keys(self):
pressed_keys = pygame.key.get_pressed()
actions = self.get_noop_actions()
if pressed_keys[K_UP]:
actions[0]=0
if pressed_keys[K_DOWN]:
actions[0]=1
if pressed_keys[K_LEFT]:
actions[1]=0
if pressed_keys[K_RIGHT]:
actions[1]=1
return actions
def get_noop_actions(self):
return np.asarray([2,2], dtype=np.int32)
def _fire_turret(self):
pygame.event.post(pygame.event.Event(Game.FIRE_TURRET))
def process_events(self):
for event in pygame.event.get():
# Did the user hit a key?
if event.type == KEYDOWN:
# Was it the Escape key? If so, stop the loop.
if event.key == K_ESCAPE:
self.running = False
# Did the user click the window close button? If so, stop the loop.
elif event.type == QUIT:
self.running = False
elif event.type == Game.FIRE_TURRET:
for t in self.turrets:
if len(self.all_projectiles) < self.options.max_projectiles_per_turret * self.options.n_turrets:
projectile = t.fire(self.player.rect, self.player.motion_vector)
self.all_projectiles.add(projectile)
def step(self, actions):
self.process_events()
# Fire turrent every time this function is called FIRE_TURRET_STEP_DELAY times
# This is to make sure that the turrets fire at a constant rate regardless of FPS
# Fire rate should be adjusted depending on the FPS.
if self.options.fire_turret_step_delay!=0:
if self.step_count % self.options.fire_turret_step_delay == 0:
self._fire_turret()
self.collision = self.player.update(actions, self.turrets_and_obstacles)
for t in self.turrets: t.update(self.obstacles)
self.all_sprites.add(self.all_projectiles)
done = False
self.reward = 0
done = self._compute_reward()
self.score += self.reward
observation = self._get_obs()
info = self._get_info()
self.step_count += 1
return (observation, self.reward, done, False, info)
def _compute_reward(self):
done = False
# End condition 1: Player dies
if pygame.sprite.spritecollideany(self.player, self.all_projectiles):
self.player.kill()
done = True
self.is_success = False
self.reward = self.options.rew.kill_penalty
# End condition 2: Player reaches the gate
elif pygame.sprite.spritecollideany(self.player, [self.gate]):
done = True
self.is_success = True
self.reward = self.options.rew.win_reward
# additional reward for finishing the level faster
self.reward += (self.options.max_steps - self.step_count)*self.options.rew.remaining_step_reward_factor
# Hitting obstacles or turrets
elif self.collision:
# End condition 3: Player hits an obstacle and touch_obstacle_kill is True
if self.options.touch_obstacle_kill:
done = True
self.is_success = False
self.reward = self.options.rew.kill_penalty
else:
self.reward = self.options.rew.collision_penalty
# Reward for getting closer to the gate, penalize for getting further away or staying still
else:
delta_distance = self.prev_distance_to_gate - self._player_distance_to_gate()
self.prev_distance_to_gate = self._player_distance_to_gate()
if delta_distance>0:
self.reward = delta_distance * self.options.rew.closer_reward_factor + self.options.rew.closer_reward_offset
elif delta_distance==0:
self.reward = self.options.rew.still_penalty
else:
self.reward = delta_distance * self.options.rew.further_penalty_factor + self.options.rew.further_penalty_offset
return done
def render(self):
if self.render_mode == None:
return None
canvas = pygame.Surface((self.options.width, self.options.height))
canvas.fill((0, 0, 0))
for t in self.turrets:
t.blit(canvas)
for o in self.obstacles:
o.blit(canvas)
self.player.blit(canvas)
self.gate.blit(canvas)
if self.render_mode == "human":
reward_img = self.font.render("Reward: {}".format(self.reward), True, (255, 255, 255))
score_img = self.font.render("Score: {}".format(self.score), True, (255, 255, 255))
fps_img = self.font.render("FPS: {}".format(self.clock.get_fps()), True, (255, 255, 255))
canvas.blit(reward_img, (10, self.options.height-40))
canvas.blit(score_img, (10, self.options.height-20))
canvas.blit(fps_img, (10, self.options.height-60))
self.screen.blit(canvas, (0, 0))
pygame.display.flip()
self.clock.tick(self.render_fps)
return None
elif self.render_mode == "rgb_array":
return np.transpose(
np.array(pygame.surfarray.pixels3d(canvas)), axes=(1, 0, 2)
)
def close(self):
pygame.quit()
def run_loop(self):
prev_time = time.time()
while self.running:
actions = self.get_actions_from_keys()
obs, reward, done, _, info = self.step(actions)
self.render()
if done:
print ("Done, success: %s, score: %s, length: %s" % (self.is_success, self.score, self.step_count))
self.reset()
# compute and print fps without using pygame clock
fps = 1.0/(time.time()-prev_time)
prev_time = time.time()
print ("FPS: %s" % fps, end="\r", flush=True)
self.close()