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view_maze.py
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view_maze.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
import tensorflow as tf
import os
# limit GPU usage
gpus = tf.config.experimental.list_physical_devices('GPU')
tf.config.experimental.set_virtual_device_configuration(
gpus[0], [tf.config.experimental.VirtualDeviceConfiguration(memory_limit=1 * 1024)]
)
from Core.CMazeEnvironment import CMazeEnvironment, MazeActions
import numpy as np
import pygame
import pygame.locals as G
import random
from Agent.DQNAgent import DQNAgent
from Agent.DQNEnsembleAgent import DQNEnsembleAgent
import glob
from collections import namedtuple
from model import createModel
def createMaze():
sz = 16 * 4
maze = (0.8 < np.random.rand(sz, sz)).astype(np.float32)
res = CMazeEnvironment(
maze=maze,
pos=(0, 0),
FOV=3,
minimapSize=8
)
res.respawn()
return res
class Colors:
BLACK = (0, 0, 0)
SILVER = (192, 192, 192)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
GREEN = (0, 255, 0)
RED = (255, 0, 0)
PURPLE = (255, 0, 255)
class DeathDetector:
def __init__(self, env, maxStepsUnchanged=100):
self._env = env
self._maxStepsUnchanged = maxStepsUnchanged
self._lastScore = env.score
self._lastValuableStep = env.steps
return
def deathRatio(self):
if self._lastScore < self._env.score:
self._lastScore = self._env.score
self._lastValuableStep = self._env.steps
return min((1, (self._env.steps - self._lastValuableStep) / self._maxStepsUnchanged))
RLAgent = namedtuple('RLAgent', 'name agent environment detector')
class App:
MODES = ['manual', 'random', 'agent']
def __init__(self):
self._running = True
self._display_surf = None
self._mode = 'manual'
self._paused = True
self._speed = 1
self._agents = []
self._activeAgent = 0
self._createMaze()
return
def _createMaze(self):
self._maze = createMaze()
self._initMaze = self._maze.copy()
if 'agent' == self._mode:
self._assignMaze2Agents()
return
def on_init(self):
pygame.init()
self._display_surf = pygame.display.set_mode((850, 650), pygame.HWSURFACE)
pygame.display.set_caption('Deep maze')
self._font = pygame.font.Font(pygame.font.get_default_font(), 16)
self._running = True
def _assignMaze2Agents(self):
agents = []
for agent in self._agents:
env = self._initMaze.copy()
detector = DeathDetector(env)
agents.append(RLAgent(agent.name, agent.agent, env, detector))
self._agents = agents
return
def _createNewAgent(self):
self._agents = []
models = []
for i, x in enumerate(glob.iglob('weights/*.h5')):
filename = os.path.abspath(x)
model = createModel(shape=self._maze.input_size)
model.load_weights(filename)
models.append(model)
agent = DQNAgent(model)
name = os.path.basename(filename)
self._agents.append(RLAgent(
name[:-3], agent, None, None
))
self._agents.insert(0, RLAgent(
'ensemble',
DQNEnsembleAgent(models),
None, None
))
self._assignMaze2Agents()
self._activeAgent = 0
self._paused = True
return
def on_event(self, event):
if event.type == G.QUIT:
self._running = False
if event.type == G.KEYDOWN:
if G.K_ESCAPE == event.key:
self._running = False
if G.K_r == event.key:
self._createMaze()
# Switch mode
if G.K_m == event.key:
mode = next((i for i, x in enumerate(self.MODES) if x == self._mode))
self._mode = self.MODES[(mode + 1) % len(self.MODES)]
self._paused = True
self._agents = []
if 'agent' == self._mode:
self._createNewAgent()
#####
if G.K_SPACE == event.key:
self._paused = not self._paused
#####
if 'agent' == self._mode:
if G.K_n == event.key:
self._createNewAgent()
if G.K_a == event.key:
self._activeAgent = (self._activeAgent + 1) % len(self._agents)
if 'manual' == self._mode:
self._manualEvent(event)
if not ('manual' == self._mode):
if G.K_KP_PLUS == event.key:
self._speed = min((32, 2 * self._speed))
if G.K_KP_MINUS == event.key:
self._speed = max((1, self._speed // 2))
return
def _manualEvent(self, event):
actMapping = {
G.K_LEFT: MazeActions.LEFT,
G.K_RIGHT: MazeActions.RIGHT,
G.K_UP: MazeActions.UP,
G.K_DOWN: MazeActions.DOWN
}
act = actMapping.get(event.key, False)
if act and self._maze.isPossible(act):
self._maze.apply(act)
return
def on_loop(self):
if self._paused: return
if 'random' == self._mode:
for _ in range(self._speed):
actions = self._maze.validActions()
if actions:
self._maze.apply(random.choice(actions))
if 'agent' == self._mode:
for _ in range(self._speed):
for agent in self._agents:
maze = agent.environment
pred = agent.agent.process(maze.state2input(), maze.actionsMask())
act = list(MazeActions)[pred]
if maze.isPossible(act):
maze.apply(act)
pass
def _renderMazeMinimap(self, env):
anchor = np.array((450, 650))
maze, moves = env.minimap()
COLOR_A = pygame.Color(*Colors.GREEN)
COLOR_B = pygame.Color(*Colors.WHITE)
h, w = maze.shape
dx, dy = delta = 2 * np.array([64, 64]) / np.array([w, h])
for ix in range(w):
for iy in range(h):
isWall = 0 < maze[ix, iy]
isUnknownArea = maze[ix, iy] < 0
clr = Colors.WHITE
if 0 < moves[ix, iy]:
clr = COLOR_B.lerp(COLOR_A, max((0.25, moves[ix, iy])) )
if isWall: clr = Colors.PURPLE
if isUnknownArea: clr = Colors.BLACK
y, x = (delta * np.array([ix, iy])) + anchor
pygame.draw.rect(self._display_surf, clr, [x, y, dx - 1, dy - 1], 0)
self._drawText('Observed state:', (anchor[1], anchor[0] - 25), Colors.BLUE)
return
def _renderMaze(self, env):
COLOR_A = pygame.Color(*Colors.GREEN)
COLOR_B = pygame.Color(*Colors.WHITE)
fog = env.fog
moves = env.moves
maze = env.maze
h, w = maze.shape
dx, dy = delta = np.array([640, 640]) / np.array([w, h])
for ix in range(w):
for iy in range(h):
isDiscovered = 0 < fog[ix, iy]
isWall = 0 < maze[ix, iy]
y, x = delta * np.array([ix, iy])
clr = Colors.WHITE
if 0 < moves[ix, iy]:
clr = COLOR_B.lerp(COLOR_A, max((0.25, moves[ix, iy])) )
if isWall: clr = Colors.PURPLE
if not isDiscovered:
clr = np.array(clr) * .3
pygame.draw.rect(self._display_surf, clr, [x, y, dx - 1, dy - 1], 0)
# current pos
x, y = delta * env.pos
pygame.draw.rect(self._display_surf, Colors.RED, [x, y, dx - 1, dy - 1], 0)
self._renderMazeMinimap(env)
return
def _renderAgentsMaze(self):
self._renderMaze(self._agents[self._activeAgent].environment)
return
def _drawText(self, text, pos, color):
self._display_surf.blit(
self._font.render(text, False, color),
pos
)
return
def _renderInfo(self):
line = lambda i: (655, 15 + i * 20)
self._drawText('Mode: %s' % (self._mode), line(0), Colors.BLUE)
if not ('agent' == self._mode):
self._drawText(
'Score: %.1f (%d)' % (self._maze.score * 100.0, self._maze.steps),
line(1), Colors.BLUE
)
if 'random' == self._mode:
self._drawText('Speed: x%.0f' % (self._speed), line(2), Colors.BLUE)
if 'agent' == self._mode:
self._drawText('Speed: x%.0f' % (self._speed), line(1), Colors.BLUE)
for i, agent in enumerate(self._agents):
deathRatio = agent.detector.deathRatio()
self._drawText(
'%s%s | %.1f (%d)' % (
'>> ' if i == self._activeAgent else '',
agent.name, agent.environment.score * 100.0, agent.environment.steps
),
line(2 + i), Colors.BLUE if deathRatio < 1 else Colors.BLACK
)
return
def on_render(self):
self._display_surf.fill(Colors.SILVER)
if 'agent' == self._mode:
self._renderAgentsMaze()
else:
self._renderMaze(self._maze)
self._renderInfo()
pygame.display.flip()
def run(self):
if self.on_init() == False:
self._running = False
while self._running:
for event in pygame.event.get():
self.on_event(event)
self.on_loop()
self.on_render()
pygame.quit()
def main():
app = App()
app.run()
pass
if __name__ == '__main__':
main()