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modified_snake_for_agent.py
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modified_snake_for_agent.py
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import pygame
import sys
from pygame.math import Vector2
from collections import namedtuple
from enum import Enum
import random
import numpy as np
pygame.mixer.pre_init(44100,-16,2,512)
pygame.init()
cell_size =40
cell_number = 20
screen = pygame.display.set_mode((cell_number*cell_size,cell_number*cell_size))
clock = pygame.time.Clock()
SCREEN_UPDATE = pygame.USEREVENT
pygame.time.set_timer(SCREEN_UPDATE,150)
#reset
#reward
#game_iteration
#is_collision
class Direction(Enum):
RIGHT =Vector2(1,0)
LEFT=Vector2(-1,0)
UP=Vector2(0,-1)
DOWN=Vector2(0,1)
Point = namedtuple('Point', 'x, y')
class Garbage:
def __init__(self):
self.randomize()
self.apple = pygame.image.load('img/apple.png').convert_alpha()
def draw_garbage(self):
#create rectangle
garbage_rect = pygame.Rect(self.pos.x*cell_size,self.pos.y*cell_size,cell_size,cell_size)
screen.blit(self.apple,garbage_rect)
# pygame.draw.rect(screen,(126,166,114),garbage_rect)
def randomize(self):
self.x = random.randint(0,cell_number -1)
self.y = random.randint(0,cell_number -1)
self.pos = Vector2(self.x,self.y)
class SnakeAI:
def __init__(self):
self.body = [Vector2(5,10),Vector2(4,10),Vector2(3,10)]
self.direction = Vector2(1,0)
self.new_block = False
self.frame_iteration = 0
self.head_up = pygame.image.load('img/head_up.png').convert_alpha()
self.head_down = pygame.image.load('img/head_down.png').convert_alpha()
self.head_right = pygame.image.load('img/head_right.png').convert_alpha()
self.head_left = pygame.image.load('img/head_left.png').convert_alpha()
self.tail_up = pygame.image.load('img/tail_up.png').convert_alpha()
self.tail_down = pygame.image.load('img/tail_down.png').convert_alpha()
self.tail_right = pygame.image.load('img/tail_right.png').convert_alpha()
self.tail_left = pygame.image.load('img/tail_left.png').convert_alpha()
self.body_vertical = pygame.image.load('img/body_vertical.png').convert_alpha()
self.body_horizontal = pygame.image.load('img/body_horizontal.png').convert_alpha()
self.body_tr = pygame.image.load('img/body_tr.png').convert_alpha()
self.body_tl = pygame.image.load('img/body_tl.png').convert_alpha()
self.body_br = pygame.image.load('img/body_br.png').convert_alpha()
self.body_bl = pygame.image.load('img/body_bl.png').convert_alpha()
self.crunch_sound = pygame.mixer.Sound('Sound/crunch.wav')
def draw_snake(self):
self.update_head_graphics()
self.update_tail_graphics()
for index,block in enumerate(self.body):
x_pos = block.x *cell_size
y_pos = block.y * cell_size
block_rect = pygame.Rect(x_pos,y_pos,cell_size,cell_size)
if index == 0:
screen.blit(self.head,block_rect)
elif index == len(self.body)-1:
screen.blit(self.tail, block_rect)
else:
previous_block = self.body[index +1] - block
next_block = self.body[index-1]-block
if previous_block.x == next_block.x:
screen.blit(self.body_vertical,block_rect)
elif previous_block.y == next_block.y:
screen.blit(self.body_horizontal,block_rect)
else:
if previous_block.x == -1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == -1:
screen.blit(self.body_tl,block_rect)
elif previous_block.x == -1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == -1:
screen.blit(self.body_bl,block_rect)
elif previous_block.x == 1 and next_block.y == -1 or previous_block.y == -1 and next_block.x == 1:
screen.blit(self.body_tr,block_rect)
elif previous_block.x == 1 and next_block.y == 1 or previous_block.y == 1 and next_block.x == 1:
screen.blit(self.body_br, block_rect)
def update_tail_graphics(self):
tail_relation = self.body[-2] - self.body[-1]
if tail_relation == Vector2(1,0):
self.tail = self.tail_left
elif tail_relation == Vector2(-1,0):
self.tail = self.tail_right
elif tail_relation == Vector2(0,-1):
self.tail = self.tail_down
elif tail_relation == Vector2(0,1):
self.tail = self.tail_up
def update_head_graphics(self):
head_relation = self.body[1] - self.body[0]
if head_relation == Vector2(1,0):
self.head = self.head_left
elif head_relation == Vector2(-1,0):
self.head = self.head_right
elif head_relation == Vector2(0,-1):
self.head = self.head_down
elif head_relation == Vector2(0,1):
self.head = self.head_up
def move_snake(self, action):
if self.new_block == True:
body_copy = self.body[:]
body_copy.insert(0,body_copy[0]+ self.direction)
self.body = body_copy
self.new_block = False
else:
body_copy = self.body[:-1]
body_copy.insert(0,body_copy[0]+ self.direction)
self.body = body_copy
def play_crunch_sound(self):
self.crunch_sound.play()
def add_block(self):
self.new_block = True
def reset(self):
self.body = [Vector2(5,10),Vector2(4,10),Vector2(3,10)]
self.direction = Vector2(1,0)
class main:
def __init__(self):
self.snake= SnakeAI()
self.garbage = Garbage()
self.reward =0
self.alive = True
#well
self.game_font = pygame.font.Font('Font/PoetsenOne-Regular.ttf',25)
def update(self,action):
self.snake.move_snake(action)
self.check_collision()
if self.snake.frame_iteration > 100*len(self.snake.body):
self.reward = -10
def draw_elements(self):
self.draw_grass()
self.garbage.draw_garbage()
self.snake.draw_snake()
self.draw_score()
def check_collision(self):
if self.garbage.pos == self.snake.body[0]:
self.garbage.randomize()
self.snake.add_block()
self.snake.play_crunch_sound()
self.reward = 10
for block in self.snake.body[1:]:
if block == self.garbage.pos:
self.garbage.randomize()
def play_step(self, action):
self.snake.frame_iteration += 1
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#draw all the elements
clock_wise = [Vector2(1,0),Vector2(0,1),Vector2(-1,0),Vector2(0,-1)]
idx = clock_wise.index(self.snake.direction)
if np.array_equal(action, [1,0,0]):
new_dir = clock_wise[idx]
elif np.array_equal(action, [0,1,0]):
next_idx = (idx+1)%4
new_dir = clock_wise[next_idx]
else:
next_idx = (idx -1)%4
new_dir = clock_wise[next_idx]
self.snake.direction = new_dir
self.reward = 0
# pygame.time.delay(150)
self.update(action)
if self.check_fail()== True:
self.reward = -10
self.alive = False
screen.fill((175,215,70))
self.draw_elements()
pygame.display.update()
clock.tick(60)
return self.reward,self.alive,(len(self.snake.body) - 3)
def draw_score(self):
score_text = str(len(self.snake.body) - 3)
score_surface = self.game_font.render(score_text,True,(56,74,12))
score_x = cell_number* cell_size - 60
score_y = cell_number*cell_size - 40
score_rect = score_surface.get_rect(center = (score_x,score_y))
apple_rect = self.garbage.apple.get_rect(midright = (score_rect.left, score_rect.centery))
bg_rect = pygame.Rect(apple_rect.left,apple_rect.top,apple_rect.width+score_rect.width+ 10,apple_rect.height)
pygame.draw.rect(screen,(167,209,61),bg_rect)
screen.blit(score_surface,score_rect)
screen.blit(self.garbage.apple,apple_rect)
pygame.draw.rect(screen, (56,74,12),bg_rect,2)
def check_fail(self, pt = None):
if pt is None:
pt = self.snake.body[0]
if not 0 <= pt.x < cell_number or not 0 <= pt.y < cell_number:
return True
if pt in self.snake.body[1:]:
return True
return False
def draw_grass(self):
grass_colour=(167,209,61)
for row in range(cell_number):
if row%2 == 0:
for col in range(cell_number):
if col%2 == 0:
grass_rect = pygame.Rect(col*cell_size,row*cell_size,cell_size,cell_size)
pygame.draw.rect(screen,grass_colour,grass_rect)
else:
for col in range(cell_number):
if col%2 != 0:
grass_rect = pygame.Rect(col*cell_size,row*cell_size,cell_size,cell_size)
pygame.draw.rect(screen,grass_colour,grass_rect)
def game_over(self):
self.alive = True
self.snake.frame_iteration = 0
self.reward = 0
self.snake.reset()
def run(self,action):
while True:
self.play_step(action)
screen.fill((175,215,70))
self.draw_elements()
pygame.display.update()
clock.tick(60)
# game = main()
# game.run([1,0,0])