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actions.lua
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actions.lua
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-- Functions and constants dealing with the choice and application of actions,
-- i.e. pressing buttons on the controller.
-- Functions to find optimal actions are in network.lua .
local actions = {}
-- Action ids used by the emulator (?)
actions.ACTION_BUTTON_B = 0
actions.ACTION_BUTTON_Y = 1
actions.ACTION_BUTTON_SELECT = 2
actions.ACTION_BUTTON_START = 3
actions.ACTION_BUTTON_UP = 4
actions.ACTION_BUTTON_DOWN = 5
actions.ACTION_BUTTON_LEFT = 6
actions.ACTION_BUTTON_RIGHT = 7
actions.ACTION_BUTTON_A = 8
actions.ACTION_BUTTON_X = 9
actions.ACTION_BUTTON_L = 10
actions.ACTION_BUTTON_R = 11
-- List of all action ids.
actions.ACTIONS_ALL = {
actions.ACTION_BUTTON_B, actions.ACTION_BUTTON_Y,
actions.ACTION_BUTTON_SELECT, actions.ACTION_BUTTON_START,
actions.ACTION_BUTTON_UP, actions.ACTION_BUTTON_DOWN,
actions.ACTION_BUTTON_LEFT, actions.ACTION_BUTTON_RIGHT,
actions.ACTION_BUTTON_A, actions.ACTION_BUTTON_X,
actions.ACTION_BUTTON_L, actions.ACTION_BUTTON_R
}
-- List of action ids that the network can use (i.e. for which it predicts rewards).
-- Note that the order is important, the first action id is the action that is
-- represented by the first output neuron of the network.
actions.ACTIONS_NETWORK = {
actions.ACTION_BUTTON_B, actions.ACTION_BUTTON_Y,
actions.ACTION_BUTTON_UP, actions.ACTION_BUTTON_DOWN,
actions.ACTION_BUTTON_LEFT, actions.ACTION_BUTTON_RIGHT,
actions.ACTION_BUTTON_A, actions.ACTION_BUTTON_X
}
-- List of arrow actions (up, down, left, right).
actions.ACTIONS_ARROWS = {
actions.ACTION_BUTTON_UP,actions.ACTION_BUTTON_DOWN,
actions.ACTION_BUTTON_LEFT, actions.ACTION_BUTTON_RIGHT
}
-- List of "other" button actions (A, B, X, Y).
actions.ACTIONS_BUTTONS = {
actions.ACTION_BUTTON_B, actions.ACTION_BUTTON_Y,
--actions.ACTION_BUTTON_SELECT, actions.ACTION_BUTTON_START,
actions.ACTION_BUTTON_A, actions.ACTION_BUTTON_X,
--actions.ACTION_BUTTON_L, actions.ACTION_BUTTON_R
}
-- Action names used by the emulator.
actions.ACTION_TO_BUTTON_NAME = {}
actions.ACTION_TO_BUTTON_NAME[0] = "gamepad-1-B"
actions.ACTION_TO_BUTTON_NAME[1] = "gamepad-1-Y"
actions.ACTION_TO_BUTTON_NAME[2] = "gamepad-1-select"
actions.ACTION_TO_BUTTON_NAME[3] = "gamepad-1-start"
actions.ACTION_TO_BUTTON_NAME[4] = "gamepad-1-up"
actions.ACTION_TO_BUTTON_NAME[5] = "gamepad-1-down"
actions.ACTION_TO_BUTTON_NAME[6] = "gamepad-1-left"
actions.ACTION_TO_BUTTON_NAME[7] = "gamepad-1-right"
actions.ACTION_TO_BUTTON_NAME[8] = "gamepad-1-A"
actions.ACTION_TO_BUTTON_NAME[9] = "gamepad-1-X"
actions.ACTION_TO_BUTTON_NAME[10] = "gamepad-1-L"
actions.ACTION_TO_BUTTON_NAME[11] = "gamepad-1-R"
-- Short string names for each action, used for string conversions.
actions.ACTION_TO_SHORT_NAME = {}
actions.ACTION_TO_SHORT_NAME[0] = "B"
actions.ACTION_TO_SHORT_NAME[1] = "Y"
actions.ACTION_TO_SHORT_NAME[2] = "s"
actions.ACTION_TO_SHORT_NAME[3] = "S"
actions.ACTION_TO_SHORT_NAME[4] = "AU"
actions.ACTION_TO_SHORT_NAME[5] = "AD"
actions.ACTION_TO_SHORT_NAME[6] = "AL"
actions.ACTION_TO_SHORT_NAME[7] = "AR"
actions.ACTION_TO_SHORT_NAME[8] = "A"
actions.ACTION_TO_SHORT_NAME[9] = "X"
actions.ACTION_TO_SHORT_NAME[10] = "L"
actions.ACTION_TO_SHORT_NAME[11] = "R"
-- Returns whether a certain action index represents an arrow action (up, down, left, right).
function actions.isArrowsActionIdx(actionIdx)
for i=1,#actions.ACTIONS_ARROWS do
if actionIdx == actions.ACTIONS_ARROWS[i] then
return true
end
end
return false
end
-- Returns whether a certain action index represents a button action (A, B, X, Y).
function actions.isButtonsActionIdx(actionIdx)
for i=1,#actions.ACTIONS_BUTTONS do
if actionIdx == actions.ACTIONS_BUTTONS[i] then
return true
end
end
return false
end
-- Transforms an action (arrow action index + button action index) to a short, readable string.
function actions.actionToString(action)
if action == nil then
return "nil"
else
return actions.ACTION_TO_SHORT_NAME[action.arrow] .. "+" .. actions.ACTION_TO_SHORT_NAME[action.button]
end
end
-- Returns a new, random Action object.
function actions.createRandomAction()
local arrow = actions.ACTIONS_ARROWS[math.random(#actions.ACTIONS_ARROWS)]
local button = actions.ACTIONS_BUTTONS[math.random(#actions.ACTIONS_BUTTONS)]
return Action.new(arrow, button)
end
-- Resets all buttons (to "not pressed").
function actions.endAllActions()
for i=1,#actions.ACTIONS_ALL do
local newstate = 0 -- 1 = pressed, 0 = released
local mode = 3 -- 1 = autohold, 2 = framehold, others = press/release
input.do_button_action(actions.ACTION_TO_BUTTON_NAME[actions.ACTIONS_ALL[i]], newstate, mode)
end
end
-- Starts an action.
-- @param action An Action object.
function actions.startAction(action)
assert(action ~= nil)
local newstate = 1 -- 1 = pressed, 0 = released
local mode = 3 -- 1 = autohold, 2 = framehold, others = press/release
local arrowAction = actions.ACTION_TO_BUTTON_NAME[action.arrow]
local buttonAction = actions.ACTION_TO_BUTTON_NAME[action.button]
assert(arrowAction ~= nil)
assert(buttonAction ~= nil)
input.do_button_action(arrowAction, newstate, mode)
input.do_button_action(buttonAction, newstate, mode)
end
-- Chooses an action based on a chain of states.
-- @param lastStates List of State objects.
-- @param perfect Boolean, sets exploration prob. to 0.0 (not really necessary anymore with pExplore).
-- @param bestAction Optionally an Action object for epsilon-greedy policy, otherwise the best action will be approximated.
-- @param pExplore Exploration probability for epsilon-greedy policy.
function actions.chooseAction(lastStates, perfect, bestAction, pExplore)
perfect = perfect or false
pExplore = pExplore or STATS.P_EXPLORE_CURRENT
local _action, _actionValue
if not perfect and math.random() < pExplore then
if bestAction == nil or math.random() < 0.5 then
-- randomize both
_action = Action.new(util.getRandomEntry(actions.ACTIONS_ARROWS), util.getRandomEntry(actions.ACTIONS_BUTTONS))
else
-- randomize only arrow or only button
if math.random() < 0.5 then
_action = Action.new(util.getRandomEntry(actions.ACTIONS_ARROWS), bestAction.button)
else
_action = Action.new(bestAction.arrow, util.getRandomEntry(actions.ACTIONS_BUTTONS))
end
end
--print("Chossing action randomly:", _action)
else
if bestAction ~= nil then
_action = bestAction
else
-- Use network to approximate action with maximal value
_action, _actionValue = network.approximateBestAction(lastStates)
--print("Q approximated action:", _action, actions.ACTION_TO_BUTTON_NAME[_action])
end
end
return _action
end
return actions