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Melee_Notebook.py
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291 lines (247 loc) · 9.54 KB
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# -*- coding: utf-8 -*-
"""Melee.ipynb
Automatically generated by Colaboratory.
Original file is located at
https://colab.research.google.com/drive/16hAmV_0WaROPXu4afM-snBCbo01_7VeO
"""
!pip install tensorflow==2.3.1 keras-rl2 pygame
import pygame
import numpy as np
from tensorflow import keras
from tensorflow.keras.layers import Dense, Input, Flatten, Conv2D
from tensorflow.keras import layers
from tensorflow.keras.models import Model, Sequential
import tensorflow as tf
import random
class Player1(pygame.sprite.Sprite):
def __init__(self, SCREEN_WIDTH, SCREEN_HEIGHT, model, is_cpu):
super(Player1, self).__init__()
self.SCREEN_WIDTH = SCREEN_WIDTH
self.SCREEN_HEIGHT = SCREEN_HEIGHT
self.model = model
self.is_cpu = is_cpu
self.surf = pygame.Surface((25, 25))
self.cooldown = 15
self.health = 10
self.surf.fill((255, 0, 0))
self.rect = self.surf.get_rect()
# Move the sprite based on user keypresses
def update(self, player, features, action=None):
upperY = self.rect.top
lowerY = self.rect.bottom
upperX = self.rect.right
lowerX = self.rect.left
hit = 0
if self.is_cpu:
if features is not None:
features = np.expand_dims(features, axis=0)
res = self.model.predict(np.asarray(features))
action = np.argmax(res)
if action == 0 and upperY > 0:
self.rect.move_ip(0, -10)
if action == 1 and lowerY < self.SCREEN_HEIGHT:
self.rect.move_ip(0, 10)
if action == 2 and lowerX > 0:
self.rect.move_ip(-10, 0)
if action == 3 and upperX < self.SCREEN_WIDTH:
self.rect.move_ip(10, 0)
if action == 4 and self.cooldown == 15:
self.cooldown = 0
player_pos = self.rect.center
other_player_pos = player.rect.center
x_diff = abs(player_pos[0] - other_player_pos[0])
y_diff = abs(player_pos[1] - other_player_pos[1])
hit = 2
if x_diff < 50 and y_diff < 50:
player.health -= 1
player.surf.fill((255,255,255))
hit = 1
if self.cooldown < 15:
self.cooldown += 1
return hit
class Player2(pygame.sprite.Sprite):
def __init__(self, SCREEN_WIDTH, SCREEN_HEIGHT, model, is_cpu):
super(Player2, self).__init__()
self.SCREEN_WIDTH = SCREEN_WIDTH
self.SCREEN_HEIGHT = SCREEN_HEIGHT
self.model = model
self.is_cpu = is_cpu
self.surf = pygame.Surface((25, 25))
self.cooldown = 15
self.health = 10
self.surf.fill((0, 0, 255))
self.rect = self.surf.get_rect()
self.rect.move_ip(SCREEN_WIDTH-25, 0)
# Move the sprite based on user keypresses
def update(self, player, features, action=None):
upperY = self.rect.top
lowerY = self.rect.bottom
upperX = self.rect.right
lowerX = self.rect.left
hit = 0
# action = random.choice([0, 1, 2, 3, 4, 5])
# action = 4
if self.is_cpu:
if features is not None:
features = np.expand_dims(features, axis=0)
res = self.model.predict(np.asarray(features))
action = np.argmax(res)
if action == 0 and upperY > 0:
self.rect.move_ip(0, -10)
elif action == 1 and lowerY < self.SCREEN_HEIGHT:
self.rect.move_ip(0, 10)
elif action == 2 and upperX < self.SCREEN_WIDTH:
self.rect.move_ip(10, 0)
elif action == 3 and lowerX > 0:
self.rect.move_ip(-10, 0)
elif action == 4 and self.cooldown == 15:
self.cooldown = 0
player_pos = self.rect.center
other_player_pos = player.rect.center
x_diff = abs(player_pos[0] - other_player_pos[0])
y_diff = abs(player_pos[1] - other_player_pos[1])
hit = 2
if x_diff < 50 and y_diff < 50:
player.surf.fill((255,255,255))
player.health -= 1
hit = 1
if self.cooldown < 15:
self.cooldown += 1
return hit
class Melee():
def __init__(self, models, is_cpu):
self.SCREEN_WIDTH = 500 // 2
self.SCREEN_HEIGHT = 300 // 2
self.is_game_over = False
self.attack_range = 50
self.models = models
self.is_cpu = is_cpu
self.past_frames = []
self.player1 = Player1(self.SCREEN_WIDTH, self.SCREEN_HEIGHT, models[0], is_cpu[0])
self.player2 = Player2(self.SCREEN_WIDTH, self.SCREEN_HEIGHT, models[1], is_cpu[1])
self.all_sprites = pygame.sprite.Group()
self.players = pygame.sprite.Group()
self.all_sprites.add(self.player1)
self.all_sprites.add(self.player2)
self.players.add(self.player1)
self.players.add(self.player2)
def is_in_range(self):
player_pos = self.player1.rect.center
other_player_pos = self.player2.rect.center
x_diff = abs(player_pos[0] - other_player_pos[0])
y_diff = abs(player_pos[1] - other_player_pos[1])
if x_diff < 50 and y_diff < 50:
return 1
return 0
def game_over(self):
return self.is_game_over
def get_score(self):
return self.player1.health
def get_env(self):
features = []
features.append((self.player1.rect.centerx - self.player2.rect.centerx) / self.SCREEN_WIDTH)
features.append((self.player1.rect.centery - self.player2.rect.centery) / self.SCREEN_HEIGHT)
features.append(self.player1.rect.centerx / self.SCREEN_WIDTH)
features.append(self.player2.rect.centerx / self.SCREEN_WIDTH)
features.append(self.player1.rect.centery / self.SCREEN_HEIGHT)
features.append(self.player2.rect.centery / self.SCREEN_HEIGHT)
features.append(self.is_in_range())
features.append(self.player1.cooldown / 15)
features.append(self.player2.cooldown / 15)
return features
def get_features(self):
features = self.get_env()
num_past_frames = 8
if len(self.past_frames) == num_past_frames:
self.past_frames.pop(0)
self.past_frames.append(features)
if len(self.past_frames) == num_past_frames:
return self.past_frames
return None
def step(self, action):
reward = 0
features = self.get_features()
is_damaged = self.player1.update(self.player2, features)
is_dealt = self.player2.update(self.player1, features, action)
if is_dealt == 1:
reward += 50
elif is_damaged == 1:
reward -= 50
# elif self.is_in_range() == 1:
# reward += 0.01
# else:
# reward -= 0.001
if self.player1.health == 0 or self.player2.health == 0:
self.is_game_over = True
if self.player1.cooldown == 15:
self.player2.surf.fill((0, 0, 255))
if self.player2.cooldown == 15:
self.player1.surf.fill((255, 0, 0))
done = self.is_game_over
info = {}
return self.get_env(), reward, done, info
def reset(self):
self.is_game_over = False
self.past_frames = []
for sprite in self.all_sprites:
sprite.kill()
self.player1 = Player1(self.SCREEN_WIDTH, self.SCREEN_HEIGHT, self.models[0], self.is_cpu[0])
self.player2 = Player2(self.SCREEN_WIDTH, self.SCREEN_HEIGHT, self.models[1], self.is_cpu[1])
self.all_sprites = pygame.sprite.Group()
self.players = pygame.sprite.Group()
self.all_sprites.add(self.player1)
self.all_sprites.add(self.player2)
self.players.add(self.player1)
self.players.add(self.player2)
return self.get_env()
def render(self):
pass
def close(self):
pass
del model, dqn, game
model = keras.models.load_model('gen_3')
models = [model, None]
is_cpu = [True, False]
game = Melee(models, is_cpu)
num_classes = 6
window_length = 8
num_features = 9
input = Input(shape=(window_length, num_features,))
x = input
x = Flatten()(x)
x = Dense(32, activation="relu")(x)
x = Dense(16, activation="relu")(x)
x = Dense(8, activation="relu")(x)
x = Dense(num_classes, activation="softmax")(x)
model = Model(inputs=input, outputs=x)
from rl.agents import DQNAgent, NAFAgent
from rl.memory import SequentialMemory
from rl.policy import LinearAnnealedPolicy, EpsGreedyQPolicy
policy = LinearAnnealedPolicy(EpsGreedyQPolicy(), attr='eps', value_max=1., value_min=0.1, value_test=.2, nb_steps=200000)
memory = SequentialMemory(limit=1000, window_length=window_length)
dqn = DQNAgent(model=model, memory=memory, policy=policy, nb_actions=num_classes, nb_steps_warmup=1000, enable_dueling_network=True, dueling_type='avg')
dqn.compile(tf.keras.optimizers.Adam(learning_rate=1e-4))
dqn.fit(game, nb_steps=200000, visualize=False, verbose=1)
scores = dqn.test(game, nb_episodes=5, visualize=False)
print(np.mean(scores.history['episode_reward']))
episodes = 5
model = keras.models.load_model('gen_1')
models = [model, None]
is_cpu = [True, False]
game = Melee(models, is_cpu)
for episode in range(1, episodes+1):
state = game.reset()
done = False
score = 0
steps = 0
while not done:
game.render()
action = random.choice([0,1,2,3,4,5])
# action = 1
n_state, reward, done, info = game.step(action)
score+=reward
steps += 1
print('Episode:{} Score:{} Steps:{}'.format(episode, score, steps))
game.close()
model = dqn.model
model.save('SavedKerasWeights/gen_4')