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Simulation.py
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248 lines (193 loc) · 7.55 KB
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import pygame
import random
from enum import Enum
from collections import namedtuple
import numpy as np
pygame.init()
font = pygame.font.SysFont('arial', 25)
class Direction(Enum):
RIGHT = 1
LEFT = 2
UP = 3
DOWN = 4
Point = namedtuple('Point', 'x, y')
#Hazards
moving_blocks = []
move = False
#Walls
wall_positions = []
wall = False
#Cargo
cargo = True
fun = True
# rgb colors
WHITE = (255, 255, 255)
RED = (200,0,0)
BLUE1 = (0, 0, 255)
BLUE2 = (0, 100, 255)
BLACK = (0,0,0)
BROWN = (165,42,42)
BLOCK_SIZE = 20
SPEED = 10000
class SnakeGameAI:
def __init__(self, w=640, h=480):
self.w = w
self.h = h
# init display
self.display = pygame.display.set_mode((self.w, self.h))
pygame.display.set_caption('Simulation')
self.clock = pygame.time.Clock()
self.reset()
self.fun = True
def reset(self):
# init game state
self.direction = Direction.RIGHT
self.head = Point(self.w/2, self.h/2)
if cargo:
self.snake = [self.head,
Point(self.head.x-BLOCK_SIZE, self.head.y),
Point(self.head.x-(2*BLOCK_SIZE), self.head.y)]
else:
self.snake = [self.head]
self.score = 0
self.food = None
self._place_food()
self.frame_iteration = 0
moving_blocks.clear()
wall_positions.clear()
def _place_food(self):
x = random.randint(0, (self.w-BLOCK_SIZE )//BLOCK_SIZE )*BLOCK_SIZE
y = random.randint(0, (self.h-BLOCK_SIZE )//BLOCK_SIZE )*BLOCK_SIZE
if wall:
wallX = random.randint(0, (self.h-BLOCK_SIZE )//BLOCK_SIZE )*BLOCK_SIZE
wallY = random.randint(0, (self.h-BLOCK_SIZE )//BLOCK_SIZE )*BLOCK_SIZE
wall_positions.append(Point(wallX, wallY))
if move:
blockX = random.randint(0, (self.w-BLOCK_SIZE )//BLOCK_SIZE )*BLOCK_SIZE
blockY = random.randint(0, (self.w-BLOCK_SIZE )//BLOCK_SIZE )*BLOCK_SIZE
moving_blocks.append(movingBlock(blockX, blockY))
self.food = Point(x, y)
if self.food in self.snake:
self._place_food()
if self.food in moving_blocks:
self._place_food()
if self.food in wall_positions:
self._place_food()
def play_step(self, action):
self.frame_iteration += 1
# 1. collect user input
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
# 2. move
self._move(action) # update the head
self.snake.insert(0, self.head)
for block in moving_blocks:
block.move(self.w, self.h,self.snake)
# 3. paint blocks
# 3. check if game over
reward = 0
game_over = False
if self.is_collision() or (
self.frame_iteration > 200*len(self.snake)):
game_over = True
reward = -10
return reward, game_over, self.score
# 4. place new food or just move
if self.head == self.food:
self.score += 1
reward = 10
self.frame_iteration = 0
self._place_food()
if (not cargo):
self.snake.pop()
else:
self.snake.pop()
# 5. update ui and clock
self._update_ui()
self.clock.tick(SPEED)
# 6. return game over and score
return reward, game_over, self.score
def is_collision(self, pt=None):
if pt is None:
pt = self.head
# hits boundary
if pt.x > self.w - BLOCK_SIZE or pt.x < 0 or pt.y > self.h - BLOCK_SIZE or pt.y < 0:
return True
# hits itself
if cargo:
if pt in self.snake[1:]:
return True
if pt in wall_positions:
return True
for block in moving_blocks:
val = block.kill(pt)
if val:
return val
return False
def _update_ui(self):
self.display.fill(BLACK)
for block in moving_blocks:
block.paint(self.display)
for pt in self.snake:
pygame.draw.rect(self.display, BLUE1, pygame.Rect(pt.x, pt.y, BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(self.display, BROWN, pygame.Rect(pt.x+4, pt.y+4, 12, 12))
if pt == self.snake[0]:
pygame.draw.rect(self.display, BLUE1, pygame.Rect(pt.x, pt.y, BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(self.display, BLUE2, pygame.Rect(pt.x+4, pt.y+4, 12, 12))
for wall in wall_positions:
pygame.draw.rect(self.display, WHITE, pygame.Rect(wall[0],wall[1],BLOCK_SIZE, BLOCK_SIZE))
pygame.draw.rect(self.display, RED, pygame.Rect(self.food.x, self.food.y, BLOCK_SIZE, BLOCK_SIZE))
text = font.render("Score: " + str(self.score), True, WHITE)
self.display.blit(text, [0, 0])
pygame.display.flip()
def _move(self, action):
# [straight, right, left]
clock_wise = [Direction.RIGHT, Direction.DOWN, Direction.LEFT, Direction.UP]
idx = clock_wise.index(self.direction)
if np.array_equal(action, [1, 0, 0]):
new_dir = clock_wise[idx] # no change
elif np.array_equal(action, [0, 1, 0]):
next_idx = (idx + 1) % 4
new_dir = clock_wise[next_idx] # right turn r -> d -> l -> u
else: # [0, 0, 1]
next_idx = (idx - 1) % 4
new_dir = clock_wise[next_idx] # left turn r -> u -> l -> d
self.direction = new_dir
x = self.head.x
y = self.head.y
if self.direction == Direction.RIGHT:
x += BLOCK_SIZE
elif self.direction == Direction.LEFT:
x -= BLOCK_SIZE
elif self.direction == Direction.DOWN:
y += BLOCK_SIZE
elif self.direction == Direction.UP:
y -= BLOCK_SIZE
self.head = Point(x, y)
class movingBlock:
def __init__(self, positionX, positionY):
self.active = True
self.Ydirection = random.choice([-1,1])
self.Xdirection = random.choice([-1,1])
self.XPosition = positionX
self.YPosition = positionY
def move(self, width, height, snakeBody):
self.XPosition += self.Xdirection*BLOCK_SIZE
self.YPosition += self.Ydirection*BLOCK_SIZE
if self.XPosition < 0 or self.XPosition > width-BLOCK_SIZE:
self.Xdirection *= -1
if self.YPosition < 0 or self.YPosition > height-BLOCK_SIZE:
self.Ydirection *= -1
if Point(self.XPosition, self.YPosition) in snakeBody[1:]:
self.Ydirection *= -1
self.YPosition += self.Ydirection*10
self.Xdirection *= -1
self.XPosition += self.Xdirection*10
def kill(self, snake):
if self.XPosition == snake.x and self.YPosition == snake.y:
return True
return False
def paint(self, display):
pygame.draw.rect(display, WHITE, pygame.Rect(self.XPosition, self.YPosition, BLOCK_SIZE,BLOCK_SIZE))